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i get so lonely. i want a multyplayer
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RPGDot Forums > Morrowind - General

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oinyo
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i get so lonely. i want a multyplayer
   

is this game ever going to become a multiplayer like in a future patch? or any plans on making it a mmorpg? i get very lonely moving around the world all alone.

or can the developers release that ability so we can make one? i know gamespy would be happy to host it expecially since they love the game so much.
Post Tue May 07, 2002 7:47 pm
 
Hyperion
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You don't just patch a game to become a MMORPG. That's something you design for from the get go. I doubt very much that any Multi-player componet will be added to the game. I've seen games before that have added MP as an after thoguht and it never turns out well. You're computer has enough to do just trying to run the game that it doesn't need to worry about what Joe Schmoe on some computer in Ohio is doing.
Post Tue May 07, 2002 8:01 pm
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Danicek
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We do not need to necessarily talk about MMORPG (masive multiplayer game). MORPG could be enough and very interesting.
Post Tue May 07, 2002 8:11 pm
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Mephisto
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No. You cant just do that. And besides, if it was mp, only the guys/girls at NASA could play it anyway.
Post Tue May 07, 2002 8:12 pm
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Hyperion
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quote:
Originally posted by Danicek
We do not need to necessarily talk about MMORPG (masive multiplayer game). MORPG could be enough and very interesting.


Let's take Buldar's Gate for example: It had a multiplayer component and it was cool (if I remember correctly). But it was shipped with MP. It worked because BG was so linear. I wonder how well it work for non-linear play like MW.

Adding MP to this game would take it to a whole new level. For example, here would be a cool possiblity: Suppose the game came with a linux server side app that basically created and maintained the MW world. It would allow up to N players (where N would be something very small; 4-8 people say) Players could register their characters with the server allowing a password protected entry. This way, Joe Schmoe and his buddies could play in the same world performing quests.

Or suppose it was more like Diablo: up to N players load their characters onto the server and perform quests together or serperately. Where every quest in the game is adjusted to refelct the combined experience of all characters.

Suppose we took either one of thse approuches but at the same time we still allowed for the exact same functionality we find in the game today. Think your frame rates are low now? Latency would be another factor.
Post Tue May 07, 2002 8:42 pm
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Danicek
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quote:
Originally posted by Mephisto
No. You cant just do that. And besides, if it was mp, only the guys/girls at NASA could play it anyway.

That is not true.
There is not so much data that should be sent via net. I do not think it could be done for users of modems, but...
Post Tue May 07, 2002 9:43 pm
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Hyperion
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I don't think he's talking about conn. I took his post to be in reference to the increased processing needed for MP. It was an exaggeration to make a point. MP is not just about networks.
Post Tue May 07, 2002 11:11 pm
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Danicek
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I do not know. Maybe more monsters for more player. But it is not harder to animate living player, but easier (AI not needed).
Post Tue May 07, 2002 11:13 pm
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It was designed to be a single player only game, the devs are on record many, many times saying that it is, and will only ever be a single player game.
If you want a multi-player hang on for NWN.
Post Tue May 07, 2002 11:46 pm
 
Hyperion
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quote:
Originally posted by Danicek
I do not know. Maybe more monsters for more player. But it is not harder to animate living player, but easier (AI not needed).


You need to think of synchronization. The monsters that you see better being doing the exact same thing on your machine that they are doing on his machine. Which implies that one machine must be a server. This machine would be responsible for informing the the second of the current state of the visible world who would in turn inform the server of his actions. This would mean that the 2nd would need to be able to update the state of the world given the information supplied by the server. The end result is that both client and server would be required to perform extra operations

Keep in mind here that I do not program games nor do I do any sort of network coding.
Post Wed May 08, 2002 12:01 am
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Beo
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quote:
Originally posted by Hyperion
quote:
Originally posted by Danicek
I do not know. Maybe more monsters for more player. But it is not harder to animate living player, but easier (AI not needed).


You need to think of synchronization. The monsters that you see better being doing the exact same thing on your machine that they are doing on his machine. Which implies that one machine must be a server.



I think it is doable. The server can be a host PC which initiates everything. If data is too intensive for modems, then may be we can do TCP/IP on a LAN level. Invite a few friends over, then we have a balanced party instead of one do-it-all character.
Post Wed May 08, 2002 12:36 am
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Hyperion
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No, no, no. I'm talking about bandwidth. I'm talking about CPU resources on a system that is already lacking in CPU resources. In general, the more you make the game do, the slower it will run (since you invariabley increase its complexitiy). And, it's safe to say that the game runs slow enough as it is.
Post Wed May 08, 2002 1:18 am
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quote:
Originally posted by Hyperion
No, no, no. I'm talking about bandwidth. I'm talking about CPU resources on a system that is already lacking in CPU resources.


You are right, not to mention there are some other bottlenecks like BUS, I/O, etc. The input from the keyboards are already enough to drain all the resources.
Post Wed May 08, 2002 1:29 am
 
Danicek
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quote:
Originally posted by Hyperion
No, no, no. I'm talking about bandwidth. I'm talking about CPU resources on a system that is already lacking in CPU resources. In general, the more you make the game do, the slower it will run (since you invariabley increase its complexitiy). And, it's safe to say that the game runs slow enough as it is.


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.
Post Wed May 08, 2002 5:40 am
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Mephisto
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Ok, I give one example. If I walk in a town, with AI slider max, the entities around me would get thei AI enabled. So that costs cpu power. If EIGHT people are moving around, in EIGHT different towns, then MUCH more enitites will have their AI enabled. Dont forget MW is very complex, much much more complex then a game like EQ. In order to make MP viable, I think a lot of stuff must be thrown out of the game first.

But maybe you are right, not a prgrammer myself
Post Wed May 08, 2002 8:55 am
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