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This past week, Elyon transitioned into their full release from their initial headstart that began on the 17th. As is common with most MMORPG launches, Elyon has not gone unscathed when it comes to server problems and bugs. In a post on their official news site, Elyon has addressed the long queues and server lag that players in the EU are experiencing.
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While true, keep in mind that Elyon can also be played as a "stand alone", since you can download the Kakao Launcher from their website and play outside Steam.
Reporter: What's behind Blizzard success, and how do you make your gamers happy?
Blizzard Boss: Making gamers happy is not my concern, making money.. yes!
I mean even if those numbers are doubled it's still a low number for a mmorpg.
I'll try it. It's free. UE3 though...
30k concurrent users, usually means few hundred k's active players, which for a MMO like Elyon this days, is pretty successful. Heck, WoW when it first released "begged" for 200k players/subs to keep it up.
Concurrent players doesn't mean total active players playing the game.
Problem is, this players will kinda drop, not rise. Now the question is, how much Kakao Games will keep the game alive.
Reporter: What's behind Blizzard success, and how do you make your gamers happy?
Blizzard Boss: Making gamers happy is not my concern, making money.. yes!
because it has IP block.
they added a server in EU cause of issue now (lag mostly)
for the p2w debate, there's nearly none.
I wish there would be more character customization options. But I am quite happy with my white rabbit assassin that I named Kaerbannog (with a K to avoid a possible frustration).
Games, single player video games work pretty well and have worked pretty well on Unreal engine 3.
The same cannot be said for mmorpg's. Unreal engine 3 has a historically bad track record with handling mmorpg spaces, particularly once those spaces get to a certain influx- things always begin to slowly break down, from rendering issues, to interface script protocols struggling to keep up with player demands that they make of it, to just the basics; like being able to handle a certain number of players onscreen all at once to to properly load in.
And this ties back to the Unreal engine 3 netcode; this engines netcode was never designed for large scale game worlds with hundreds or thousands of players; it just wasn't- it was designed specifically for single player games and small-scale multiplayer activities; like 4 v 4 death matches.
Now yes, the netcode has been tweaked; ALOT- by different game developers; same with it's basic engine tools- with at one point NCsoft labeled "Modified UE3" when they were building Blade & Soul's very stylish aesthetic and world; which functioned differently then a standard mmorpg space, as the world was built vertically in attempt to use up less space the engine had to render by distance and instead by height.
While playing Elyon I definitely noticed a lot of engine issues coming back to haunt me; namely rendering issues when the game defacto forces players into small little town hubs due to so many things they need being right there.
This is something TERA suffered from greatly; players would only populate certain places in-flux, which this engine isn't good at doing while also rendering a lot of needless background environment that serves zero purpose except to make the game appear grander then it really is.
Out of all the UE3 mmorpg's I've played for a length of time, so far- Lost Ark feels like the most stable in what i experienced in the technical alpha. (which isn't a lot, but so many people praise it like it's the 2nd coming of Christ)
To me, i feel like the advantage Lost Ark has in utilizing UE3 to run their game, is how the world itself is built and the game's viewpoint; which is the traditional top-down isometric viewpoint seen in dungeon crawlers like Diablo and other arpg games of it's ilk.
The isometric viewpoint, and just how Smilegate makes such great use of building worlds in very small places and not spreading everything out needlessly, this allows the engine to actually breathe and function better; this is at least from my observations when i played Lost Ark.
I really hope that this is at least the last we will see of Unreal Engine 3 at this scale, because there are better alternatives out there, but those alternatives require real commitment, talented artistry, technical knowhow, and resources.
Fishing on Gilgamesh since 2013
Fishing on Bronzebeard since 2005
Fishing in RL since 1992
Born with a fishing rod in my hand in 1979
Stiff melee combat for some classes.
Using systems from the dark ages of gaming. (Gear breaking and poofing on failure)
Sketchy cash shop items, and game systems are perfectly setup for more.
Graphics are not great / dodgy performance.
Forced PvP (personal negative)
Overly convoluted and annoying upgrade systems.
Seems like a huge step backward from both Tera and BDO imo.