Dredger, on 03 August 2016 - 01:38 PM, said:
Ok...
Cool.
Anymore ideas?
As I said dredger.
All your ideas are well and good.
But ultimately it boils down on what PGI actually
can or more clearly is able to do.
They struggle to create new maps....one of them stated it would take one ore two month to create one.
Toolbox empty? Do they even have one? Do they know what this actually means? I'm asking this without irony or bad will.
Just trying to remember you they are still learning.
Bad UI...isn't mostly a problem of graphical concept or menue construction but more a problem of the correct linkage between background database servers and syncing them with the games server. Thats basic bread and butter MMO stuff and thats what PGI is still learning to do.
Why do you think loading times are so unbearable long after every match ?
Bad database struckture and background server sync problems.
Nearly every point you suggested involves lots of coding on background level and database level.
Next thing is the implementation of a better global community chat system.
MW4 was a lobby based Pear to pear multiplayer system where one player did the server part and the other players did the clients.
Later there was a separeted server version of MW4 but still based on the same system.
In addition to this there was the global registration server where ongoing matches could be made public.
Due to MWOs Nature as true server side software there is no direct pear to pear linkage between players.
If you want a global chat you need dedicated chat servers or risk performance issues when some larger units TS server goes down.
So you would have 3 interacting serversystems you have to balance and keep in sync....ouchie.
Edit: To get even more clear
Making an MMO sounds easy at the start.
You have you pre configured gameengine, you are creative, you know how to get animations and maybe even ingame physics running.
Nice.
Thats 10% of the work and does not even cover all of the games surface and thats an optimistic estimation.
Also thats how MWO started.
All the infrastructural stuff, like level design, background databases, netcode, KI-design and all that other stuff that puts life in your game under the surface....well thats what they did learn since "closed beta"
I would think MWO
now entered a late publishable beta state.
Also I think now could begin the true game development.
Edited by The Basilisk, 04 August 2016 - 03:50 AM.