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the world building elements and AI in EQN?
I'm assuming Blizzard is retooling Titan as we speak...but I'm curious how long you think it's going to take for a company to catch up to where SOE is right now with these elements?
I'm guessing maybe 12 months?
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That is why SOE black boxed it, Blizz either delayed Titan coz they got wind of what EQN was doing or they where holding back for Aug2.
I hope EQN is further on that they seem to be, they deserve to get the credit for this, and not Blizz when they release there more "mass market" version. Having said that its pretty clear SOE made EQN look this stylized in order to prevent Blizz from being able to, as this is has all the mass market features you could ask for.
I just hope are grandkids will grow up trolling that EQN was the first mmo, and not Titan, I cannot go through all that again.
I considered that Rift or maybe Wildstar could be in a position to copy whatever EQN was doing sooner than Titan, but now we see it is Voxel and AI dependent I don't see how they could without re-building their engines from scratch.
Cubeworld is the only rival EQN could have at this point. My god its weird saying that.
I originally thought this but don't anymore. If they really blackboxed it to not let someone copy they wouldn't have revealed for another year or so. It's clearly WAYYYYYY early in development and I wouldn't be surprised at all to see a 2015 release. I really think it was because they had practically nothing to show before now. Remember Dave's tweet from not even a month ago? "Yay I'm actually playing IN the game!" like it was his first time and they just now were able to do it.
My guess is that they will still be the first to come out with it but probably will see the same features in other games within a year or two.
Yes, it may have taken them all this time just to get the Forgelight engine to work with voxels (amazing), but though not much may be integrated in the game, its clear they have tons of art assets and story built up over the years.
Even if EQN takes another year or 2 I don't see any other AAA mmo being voxel based before then, the smaller projects, of course, but the whole point of EQN is to be the big daddy of sandboxes as WoW was for themeparks.
"There are at least two kinds of games.
One could be called finite, the other infinite.
A finite game is played for the purpose of winning,
an infinite game for the purpose of continuing play."
Finite and Infinite Games, James Carse
It is funny really.
Here "we" are pontificating on when and who will copy a yet to be released game.
I understand that these ideas/plans/programming has been going on for a while now, but seriously...
I might as well say, in general chat: "WoW was the first by it copied everything from EQN."
*shakes head*
Next we will have "server firsts" before beta.
Not everything can be destroyed in Cubeworld (I own the game and Ninja are awesome). Project Explorer and Minecraft come closer and neither are MMOs.
WoW and Wildstar have already finished copying the graphics.
Neverwinter, GW2 and TSW have already copied the combat.
The dynamic content has been around for a while.
Rally Calls are an awesome feature that i've been waiting for a long time. Hopefully some non-cartoony games will copy it soonish so i don't have to play EQN.
"Id rather work on something with great potential than on fulfilling a promise of mediocrity."
- Raph Koster
Tried: AO,EQ,EQ2,DAoC,SWG,AA,SB,HZ,CoX,PS,GA,TR,IV,GnH,EVE, PP,DnL,WAR,MxO,SWG,FE,VG,AoC,DDO,LoTRO,Rift,TOR,Aion,Tera,TSW,GW2,DCUO,CO,STO
Favourites: AO,SWG,EVE,TR,LoTRO,TSW,EQ2, Firefall
Currently Playing: ESO
I don't understand what all the fuss is about this AI it's really simple to add to an exisiting game engine, some basic pseudo AI logic would go like this;
SPAWN SOME GOBLINS AND SEE HOW MANY WERE KILLED IN 24 HOURS
set.goblin.spawnrate = 100
set.biggergoblin.spawnrate = 0
if goblins.killed > 1000 and time.passed.hours <24
INCREASE THE SPAWN RATE AND ADD SOME BIGGER GOBLINS AND SEE WHAT HAPPENS IN 24 HOURS
goblin.spawnrate = 150
set.biggergoblin.spawnrate = 25
if goblinskilled > 2000 and biggergoblin.killed > 500 and time.passed.hours < 24
STOP ALL SPAWNING (LOTS OF PLAYERS IN THIS AREA KILLING GOLBINS)
goblin.spawnrate = 0
set.biggergoblin.spawnrate = 0
RANDOM CHANCE TO SPAWN A BIG GOBLIN ARMY
i = Rnd(1,5)
if i=1 then spawn.biggoblinarmy
GOBLIN ARMY DEAD WAIT 3 DAYS AND START AGAIN FROM THE TOP
if time.passed.hours < 12 AND biggoblin.army.dead=true then ai.wait.days = 3
GOBLIN ARMY NOT DEAD 1 DAY AND START FROM THE TOP
if time.passed.hours < 12 AND biggoblin.army.dead=false then ai.wait.days = 1
There we go we have farmed the area hard enough and long enough to stop the goblins spawning and we have a 1 in 5 chance to spark an event at the end, now we just wait a few days go to the to of logic tree and repeat.
You realize for one its not that simple right, and your code has plenty of flaws, in terms that pretty mcuh all those 'variables' you listed would more so need functions to handle the changes, clearer ways to define the spawn, and many other components to work. That and the scripting would need a lot of error checking and other functionality to stop abuse, all while being efficient on resources as to not cause server lag due to a mob creation algorithm constantly running, meaning a timed listener would need to be applied to check in on the status every so often.
That and if you want to truly make things random (which btw, is IMPOSSIBLE, there is no such thing as random in coding, just the illusion of it) you would likely have to have different creatures which appear in different locations, all of which need to be placed in a fashion that prevents them from becoming stuck in the game world. Trust me, there are far more skilled minds working in companies. If you think you have the magic solution and other games have not' done it, chances are you probably don't know how complex things really are.
gameplay > graphics
Oh sorry I thought what I wrote SOE could just copy and paste into their game, ofc there is more to it, that is just a very basic example of what they'll be doing, spawning x amount of y and spawning more or less depending on the rate at which they're killed over a fixed time period. the mechanics are very straight forward it's just a big numbers game. SOE are noting doing anything that has not been done to a greater or less extent before.
Many aspects of EQN have been done before but not all in one game and there are many new things too and i'm sure we'll still hear more new things in time.
im happy to hear this - thanks for the info
EQ2 fan sites
But somehow when Blizzard does this, they are a bunch of hellspawn unworthy of the name developer.
Exactly.. EQNext and Sony aren't the only ones who have thought about a destructible MMO environment..
..because we're gamers, damn it!! - William Massachusetts (Log Horizon)
But what SOE described is far, far deeper than that. You're going on about adjusting spawnrates and maybe launching an event. Orcs migrating based on the actions of the world is so much more than what you're blabbering on about here. There will be no more 'Orc camp 1' and that means as the world evolves you'll need to evolve along with it. Exploration won't be a one-time thing. For all we know, the Froglok Ghul Lord will move from one dungeon to another (either because he's searching for something or is trying to evade adventurers). You just don't know how far they can take this...and neither do I, but at least I'm willing to wait and see what they come up with.
hopefully soon..
I'll take a better looking clone over EQN