It looks like you're new here. If you want to get involved, click one of these buttons!
Population Zero Devs Aim to Reimagine What a Survival MMO Truly Is
Today is a big day for Russian developer Enplex Games with its announcement of Population Zero. The goal for devs is to completely reimagine what a survival MMO truly is by creating a single server for all players that includes "a rich, vibrant, and changing world driven by player actions". The game wants to "raise the bar for what it means to be a multiplayer survival experience". With devs hailing from Disney, Nival, Wargaming & Mail.ru, they seem to be on the right track.
Comments
¯\_(ツ)_/¯
now that you mention it, it sounds like another pet project of that one guy who was involved in Wild West Online. Forgot his name, but uses a lot of dummy corporations to scam money.
The only 'true' survival MMO was released about 6 months ago with Life is Feudal, and it was an epic failure. The next one will be the second and it just got delayed a week. That will be Atlas.
While there are plenty of 'survival' games out there none of them are MMO, most are at best 150-250 players to a (modded) server. But with the state of the actual MMO genre that might actually qualify as one of the Ms of MMO...
Meh just read some of the Q&A and its going to be full loot. So so much for being 'reimagined' Looks like another Russian failure (along with the aforementioned Life is Feudal) in the world of survival MMOs.
They probably should have learned by now no one wants full looting.
Welcome to the boards!
Oh well, some feel if we had to land men on the moon again we couldn't do it anymore.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
we didnt land on the moon...
It's rather simple for who understands the technical side of things. Games of today are far more complex, more simulation, more physics, higher visual quality, etc... While technology had boosted up a lot on some areas, in terms of massive multiplayer technology it still is a core bottleneck.
And even when the multiplayer technology is not the problem, the player render is, with higher visual quality and simulation and all it easily becomes too expensive on the render budget without aggressive optimization (check the lag festivals when too many players are on the same place on MMO's like BDO).
So sadly yes, to achieve more complex games presently the multiplayer aspect gets cut down, or the opposite like say Camelot Unchained where you notice the game visuals and such being toned down to achieve MP scale.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Their performance is really, the more graphically detailed one MMO is, such as BDO, the more performance will take a hit, this is where normal MP and SP games don't have about it because you won't get to one place where hundreds will be, there's no magical way to optimize that without having it clearly look and feel subpar (such as the MMO's where player character models are invisible to not overwhelm your client).
The other bit is traffic, see if too many concurrently end up on the same area, you not only have the render part of all that goes on the screen, but you also are getting networked updates on all of those players entities and their actions, literally overwhelming your client that way too.
It's just messy, see on a game like Planetside 2, the optimization they did is for a linear and localized mass MP experience, there is not a ton of variables to consider (like on an MMO on a city with many players there's from AI going on, NPCs, usually highly detailed locations by nature, so too many players added to that just will go mess it up.
It's really what it is, more complex MMOs with more simulation and more detail will forcefully need a contained MP scale when it comes to that localized concurrency. This is what is happening right now with cloud setups having many servers handling a game-world.
Why do developers keep making this stuff?
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
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Because otherwise MMOs will keep looking and felling dated just so many people can be at the same place at the same time, while in the vast majority of them that possibility does not co-exist with any proper gameplay loop.