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Profile: TookyG
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UsernameTookyG
Rank: 100/100Rank: 100/100Rank: 100/100Rank: 100/100Rank: 100/100
Real NameTom Giblin
RankWarhammer Online Correspondent
JoinedApril 19, 2004
Gendermale
Age26
LocationAlameda, CA, United States
Last VisitOctober 8, 2008
Post Count962
Biography 
Quote

"...you mean three philippino women."

 

Most Recent Thread by TookyG [more...]

  • Nexus Conjecture on 6/30/08 @ 12:28PM
    Viewed 404 times, replied 7 times, last post was 6/30/08

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    • The ONLY possible way for any MMO to succeed these days
    • Originally posted by Kailash

      ahh thx for clearing that up took :). Though i wonder... SWG had HUGE land masses capable of holding TONS and TONS of content//players. but had huge sections that were practically empty. I mean the SWG worlds all together can easily hold 50k players and they would fit fairly comfortably. The kits for creating games are ALOT more user friendly so making a SWG size world with lots of content would be alot easier now to do. Why dont Dev's take that approach?. Why not go the extra mile on world size? why do dev's these days wanna rely on the more tier/instance based world. I mean who doesnt love a seamless (or feeling of seamless) world.

      O and btw the spreading the populace out part you were talking about can easily be fix in making differ instances of the same area ( just make sure its like 700 people limit or so). AOC failed with the 100 person limit :L

      I know this is a little differ from what we were talking about but u seem to know your stuff :)

       

      Let me say that I love the fact that in EVE everyone is on the same server.  I think their setup works for them and I think it would work for any space based game.  With a land-based game you have to consider travel times and what people see while traveling.  In EVE you warp between locations in a system in seconds and there's really nothing to see.  Obviously that's not the case in land-based games.

      Also, consider the length of development time for games in their current size.  Games would have to be in development much longer and cost much more money if the land mass was greatly increased in size.

    • Posted: 8/28/08 2:21 PM
      WAR (Warhammer Online)
    • The ONLY possible way for any MMO to succeed these days
    • Originally posted by Kailash

      Well Took I would think this day and age we would have the tech for giant servers ...i mean why exactly do we need a certain amount of servers, especially for WAR when large amounts of people is a good thing for a pvp game.Why not just master servers. I would think concintrating on one or 2 servers would make it easier for dev's to develope more detailed content depending on the populace of the server. Also having just 2 giant servers would always make the game seem more populated/active and in that attract even more players...there seems to be a risk in MMO's at launch for instance...AOC...it started with like 14 servers. Now that they lost a ton of players those servers now have a very small amount of people in them. Now the people that are acually a bit interested in the game are practically forced to quit because of the population.

       

      Tech for it?  Sure.  However, you're talking about trying to cram far too many people into a certain size land mass.  Now, could you account for this and design land mass that's bigger?  Sure.  Then the problem becomes that your player base is so spread out on the giant servers you're talking about that it's the same thing as having smaller land mass and more servers.

    • Posted: 8/28/08 1:37 PM
      WAR (Warhammer Online)
    • The ONLY possible way for any MMO to succeed these days
    • Note: This doesn't have anything to do with AoC...it's just a general statement.

      I think there's something that needs to be kept in mind.  It used to be that when an MMO launched they didn't immediately have hundreds of thousands ready to jump in on day 1.  Players would come in gradually.  This would offset the players losses from the fact that some people just won't like the game and won't continue to play and people who had the game longer will naturally play it less than people that just got it.  This let the developers have fewer servers at launch.  You didn't go from having 20 full servers on day 1 to 20 servers with a quarter of what they had 2 months earlier usually.

      Today, it appears that most customers will be there at launch.  This leads to the problem of needing way more servers at launch than you will in 3 months because of concurrency and a certain percentage of people who won't subscribe.  Now everyone thinks a game is dead and it's a flop.  When in reality it's probably not.

      The only thing I can see negating this launch rush is only shipping X boxes per week so that players are forced to come in over time because they can't get the game.  This would have the side effect of creating a bad taste in people's mouths.  It's a no-win scenario.

    • Posted: 8/28/08 1:04 PM
      WAR (Warhammer Online)

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