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Danicek
The Old One
Joined: 15 Dec 2001
Posts: 5922
Location: Czech Republic |
Yes, you are right about this. And I also know that this probably always will be single-player-only game. |
Wed May 08, 2002 10:35 am |
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Hyperion
Keeper of the Gates
Joined: 07 May 2002
Posts: 122
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quote: Originally posted by Danicek
I just want to add that if it is possible to do it in other games, there is no reason why it should be impossible in MW. I do not see difference, complexity of models or complexity of graphics has nothing to do with this. If servere will do "synchronization", then it will send only positioning data + descirption data (which type of monster, how much damage did other player to certain monster...), but models, texutes, everything is on client.
What you need to realize is that MW is much different than any other game. There is a heavy reliance on AI in the game. By nature, AI is computatively expensive. It also has much greater potential in its rendered environments than most games as well. When you add it all up, you get a game that taxes even the best of systems. Now add the MP. You don't think that comes with out cost do you? Of course not, so now we've taken a game that has too much to do as it is, and made it do even more. Impossible? Probably not. Too difficult to warrent doing? You bet. |
Wed May 08, 2002 1:11 pm |
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BlackAdder
Guest
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NO MULTIPLAYER!!
The great single-player experience is dying, and Morrowind could be one of the last of it's kind!
The market is over saturated with MMORPGs. Look at Blue's News or Voodoo Extreme- not a damn week goes by before yet another online RPG is announced (in fact, I just read about 2 more this morning).
I love the single-player RPG. There IS a market out here for solo RPGing, and the apparent success of Morrowind proves it.
Look, if you're want the hauling capacity a van, don't buy a motorcycle and complain that the manufacturer should make an 8-person extended seat for it. Likewise with games.
Aren't you already satisfied with the dozens of available MMORPGs out there? |
Wed May 08, 2002 1:43 pm |
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Vorador
Noble Knight
Joined: 06 May 2002
Posts: 214
Location: Pit of the Damned |
Personally, i like the game single player. There's no one to distract you in building levels, no one to talk to so you can weasle your way out of the storyline. I admit, it would be nice once in a while to show off your powers to someone, but it is alright. I think i'll be able to live with it. _________________ "That which does not kill us makes us stronger."
Noble? Do I look like a noble knight to you?
=Member of the Alliance of Middle-Earth, the Nonflamers' Guild, the Sixth House, the RPGDot Warriors, and Digger of the RPGDot Shadows= |
Wed May 08, 2002 2:25 pm |
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Dreadloch
Village Dweller
Joined: 02 May 2002
Posts: 20
Location: Far too often in the office on the PC "working"... |
Consider that MW uses the same 3D engine as Dark Age of Camelot. The graphics are night-and-day different. DAoC had to lower its polygon counts to reduce problems with lag, etc. when dealing with large numbers of people playing online.
No, I don't think that the design of MW and its high degree of detail would even begin to work as a multiplayer game. I think the culture of MW would be great for a MMORPG, but it would require a complete redesign from the bottom-up. _________________ Don't sweat the small stuff... |
Wed May 08, 2002 2:43 pm |
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Hyperion
Keeper of the Gates
Joined: 07 May 2002
Posts: 122
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I was trying forever to find out which engine MW used. |
Wed May 08, 2002 2:45 pm |
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Mephisto
Leader of the Senate
Joined: 05 May 2002
Posts: 300
Location: Holland |
Hyperion: they use a heavily modified and tweaked version of NetImmerse. |
Wed May 08, 2002 3:19 pm |
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Danicek
The Old One
Joined: 15 Dec 2001
Posts: 5922
Location: Czech Republic |
quote: Originally posted by Dreadloch
Consider that MW uses the same 3D engine as Dark Age of Camelot. The graphics are night-and-day different. DAoC had to lower its polygon counts to reduce problems with lag, etc. when dealing with large numbers of people playing online.
Number of polygons has nothing to do with lags in mutliplayer or with number of datas transefer via net.
Client provides you with graphics. No graphic is transfered via net trough game session. |
Wed May 08, 2002 3:23 pm |
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Hyperion
Keeper of the Gates
Joined: 07 May 2002
Posts: 122
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Not really true. While the models themselves do not need to be transfered, they still need to be rendered on the client machine. This takes time (how much depends on your system). If it takes too long to render the environment, then the client will miss the next update (You can't do everything at once). Miss too many updates, and you have an effect similar to network latency. |
Thu May 09, 2002 1:27 am |
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