Will housing give players any of the following:
-
Spawnpoint
-
Secure inventory space
-
Lockable doors to trap players and kill them
-
Any real gameplay/PvP advantages over poor people who don't own a house?
Will housing give players any of the following:
Spawnpoint
Secure inventory space
Lockable doors to trap players and kill them
Any real gameplay/PvP advantages over poor people who don't own a house?
@Prometheus said in Stress Test Server Issues:
@yvz5 said in Stress Test Server Issues:
Well I never had such a problem with spatial os. You are probably doing something wrong. Debugging such a problem is a pain in the butt. I wish you good luck and patience
Did you ever have 300+ players connected in a 60km2 world with both high entity count and high entity density (500,000+ resource nodes and 25,000+ creatures in total, which means 8000+ resources and 400+ creatures per km2), or something comparable to that? If so, PM me!
Darkfall Online had 7-10k players in a 3d open world without instances, with actual projectile/other physics etc, 10 years ago.
Of course it used a completely custom engine instead of the severely-limited Unity and whatever spatialOS' advertising claims to do.
If a devteam actually wants to make a proper unique game, they would make a custom engine like the devs of Darkfall or Starbase have done.
Also I saw a post somewhere saying that all of Fractured's spells are just D&D spells copypasted over instead of making your own, so are you going to replace them with original spells later or do anything original at all?
@Lucio said in Max players per server/instance/screen?:
@USAINBOLT said in Max players per server/instance/screen?:
@Lucio said in Max players per server/instance/screen?:
I think we should wait to have enough population to make stress tests...
you'd get more players if the potential customers knew if the game is going to be max 5v5 fights or 200v200
I agree, but how do u test a 200 vs 200 fight in Alpha 1?
you dont, but devs should know what size they are aiming for
@Lucio said in Max players per server/instance/screen?:
I think we should wait to have enough population to make stress tests...
you'd get more players if the potential customers knew if the game is going to be max 5v5 fights or 200v200
@Specter said in Max players per server/instance/screen?:
so there's no such thing as max players per server
So you can have 100 or 1000 players fighting in the same spot? Even if server is fine with it, clients will start crashing/freezing/having performance problems unless devs optimize the game for large-scale battles.
@Tuoni 1000 players split over 3-5 maps is too low
@Tuoni still no info about maxplayers
@Esher said in Max players per server/instance/screen?:
There will be only one server
Latency exists, maybe they just start off with one EU server because devs are EU
Is it going to be just another unity "MMO" with <100 maxplayers per server/instance or an actual MMO like Darkfall where you could have 1000 players in a siege without server crashing?