@koliup Posts made in this thread do not count for the weekly drawing.
Reaper of banned souls.
Posts made by Specter
RE: Guild names
All that being said I was somewhat dismayed while searching for a guild to join. I realize that some of those guilds were created simply for foundation points but still "Russia Must Die", "Erection"? Really people? I am hopeful that such guilds wont actually exist in game.
This is indeed concerning. I haven't paid much attention to the guild names on the guild profile page but it looks like we might have to prune a few of the names. I shall discuss this with Prometheus.
RE: Unease about SpatialOS
Short answer? Yes. Long answer? Prometheus talked about this on the MMORPG subreddit. I shall quote his post here.
As the CEO of Dynamight Studios - the company working on Fractured, also based on SpatialOS - I feel compelled to chime in this discussion.
For us, SpatialOS has been working out extremely well so far. We've picked it as our engine of choice in February 2017, and we started developing Alpha 1 for Fractured in August, so I can say we've have quite some experience with it. I can give you a quick overlook on the pros and cons of SpatialOS from our perspective.
- It integrates easily with existing game engines, particularly Unity - which was our choice.
- It allows you to do all the things they claim - in particular, creating a large, seamless world, with a gazillion of entities in it, pushing a lot of physics. It's scalable, and load-balancing works well.
- They provide hosting and distribution of the game too.
- They keep releasing updates - it's so much better now than it was, say, 8 months ago.
- It's relatively new and you can feel it: bugs and various issues still exist.
- It's relatively new and you can feel it 2: documentation is not where it should be yet.
- The fact you can use all that backend power doesn't mean you shouldn't optimize.
How it's been for us
A blessing! It's literally a blessing for an indie team with limited resources.
Sure, it can't do everything - like the post says, you have to make an authentication system yourself, plus ways to handle all the non-spatial systems and information. Authentication is trivial though, and Fractured doesn't have a lot of global information to handle. Moreover, we could fit our whole AI system (and likely others systems the CoE post doesn't mention) into SpatialOS workers.
In the end, there's one thing the Caspian himself said in his post that many seem to have ignored:
Their technology is still an extremely powerful solution for virtually all distributed simulations out there. But for our particular technology choices and game mechanics, it just wasn’t the ideal solution.
The fact SpatialOS wasn't a good fit for CoE doesn't mean it's "full of s...", "not delivering what it promises" and other claims I've read. It's a very powerful platform, with some issues related to its young age but constantly improving, and working out really well for other projects - including ours, Fractured.
RE: Does this game have a "trinity" system?
In Fractured, you'll be able to build your characters however you like. There will be hundreds of abilities to choose from, including healing abilities and tanking abilities. So, if you want to play according to the trinity, you can do that, but it's not a requirement.