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How long do you think it will take for other companies to copy

GiffenGiffen Member UncommonPosts: 276

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?

 

Comments

  • zevni78zevni78 Member UncommonPosts: 1,146

    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.

  • MargulisMargulis Member CommonPosts: 1,614
    Originally posted by zevni78

    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 then 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 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.

  • zevni78zevni78 Member UncommonPosts: 1,146

    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.

  • aspekxaspekx Member UncommonPosts: 2,167
    do you count the note taking during the livestream? or do we start counting from the next morning's meeting of department heads?

    "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

  • Four0SixFour0Six Member UncommonPosts: 1,175

    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.

  • azarhalazarhal Member RarePosts: 1,402
    Originally posted by zevni78

    Cubeworld is the only rival EQN could have at this point. My god its weird saying that.

    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.

  • ariestearieste Member UncommonPosts: 3,309

    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.

    "I’d 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

  • expressoexpresso Member UncommonPosts: 2,218

    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.

  • PurutzilPurutzil Member UncommonPosts: 3,048
    Originally posted by expresso

    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.

  • IridescentOrkIridescentOrk Member Posts: 157
    nothing new about this game, it has beend one before

    gameplay > graphics

  • expressoexpresso Member UncommonPosts: 2,218
    Originally posted by Purutzil
    Originally posted by expresso

    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.

    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.

  • KezzadrixKezzadrix Member Posts: 90
    Originally posted by IridescentOrk
    nothing new about this game, it has beend one 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.

  • NadiaNadia Member UncommonPosts: 11,798
    Originally posted by DMKano

    There are already two more voxel games in the works from major AAA devs. I can't say any more but both have been in the works for over a year.

    They are not EQN clones, but the worlds are voxel based and destructible.

    We will hear about them before the end of this year (so way faster than 12 months).

    im happy to hear this - thanks for the info

  • IfrianMMOIfrianMMO Member UncommonPosts: 252
    Originally posted by Kezzadrix
    Originally posted by IridescentOrk
    nothing new about this game, it has beend one 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.

     

    But somehow when Blizzard does this, they are a bunch of hellspawn unworthy of the name developer.

     

    image
  • TyranusPrimeTyranusPrime Member UncommonPosts: 306
    Originally posted by DMKano

    There are already two more voxel games in the works from major AAA devs. I can't say any more but both have been in the works for over a year.

    They are not EQN clones, but the worlds are voxel based and destructible.

    We will hear about them before the end of this year (so way faster than 12 months).

     

    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)

  • EadricEadric Member Posts: 28
    Originally posted by expresso
    Originally posted by Purutzil
    Originally posted by expresso

    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.

    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.

    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.

  • tank017tank017 Member Posts: 2,192

    hopefully soon..

     

    I'll take a better looking clone over EQN

  • TicklepinkTicklepink Member UncommonPosts: 123
    LOL at the notion that someone would wanna copy this mess.

    image
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