

So, I Downloaded Planetside 2.....
#21
Posted 03 January 2013 - 10:11 AM
Since this game takes place on several planets you can not just create one world and then be done with it (the WoW/PS2 approach) or you need to come up with a very strange solution to everybody and their grandma being here.
Not saying it would be VERY cool to have a few hundred fully fleshed out planets to fight over but to create something like that you would need the bloody Tardis hooked up to the office.
#22
Posted 03 January 2013 - 11:32 AM
I was surprised, though, that PS2 turned out to be all about armored combat and MWO the cheese-gear twitch-shooter...
#23
Posted 03 January 2013 - 11:33 AM
Solis Obscuri, on 03 January 2013 - 11:32 AM, said:
I was surprised, though, that PS2 turned out to be all about armored combat and MWO the cheese-gear twitch-shooter...
I'm not.
#24
Posted 03 January 2013 - 11:41 AM
Solis Obscuri, on 03 January 2013 - 11:32 AM, said:
I was surprised, though, that PS2 turned out to be all about armored combat and MWO the cheese-gear twitch-shooter...
Whut you did there, I see it.jpg
#25
Posted 03 January 2013 - 11:50 AM
cdlord, on 03 January 2013 - 08:44 AM, said:
Could MWO benefit from constantly in-contest HUGE maps where one can go 36v36 or even larger?
HUGE maps with several sub-zone objectives where the time constantly changes from day to night (every 4 hours or so). Where I can be in Forest Colony, crest a ridge, and be on the outskirts of River City......
Building off what I know of RVR in WAR (extensive) and PS2 (limited), this would be a viable way to do CW.
Thoughts?
The bad thing about Planetside 2, even though it's really fun, is those massive fights you're asking for lag the crap out of most people, even with graphics turned basically off and a decently fast machine, making it basically unplayable. (Low framerates)
#26
Posted 03 January 2013 - 11:58 AM
Ultrabeast, on 03 January 2013 - 11:50 AM, said:
The bad thing about Planetside 2, even though it's really fun, is those massive fights you're asking for lag the crap out of most people, even with graphics turned basically off and a decently fast machine, making it basically unplayable. (Low framerates)
There will allways be lag in a MMO, whay you ask? beacuse one(or more) off those 150 TR charging agenst you is most likely sitting on a old laptop from the stone age with a "tin can-string-tin can" connection to the rest of the world. .
#27
Posted 03 January 2013 - 11:58 AM
AlexEss, on 03 January 2013 - 10:11 AM, said:
Since this game takes place on several planets you can not just create one world and then be done with it (the WoW/PS2 approach) or you need to come up with a very strange solution to everybody and their grandma being here.
Not saying it would be VERY cool to have a few hundred fully fleshed out planets to fight over but to create something like that you would need the bloody Tardis hooked up to the office.
PGI could set up a random generator with basic requirements. Have the system render it randomly, then go in, clean it up, and test it. Save it as Planet X and have the system randomly generate the next one. Not as simple as this sounds, but once started, could become a good process.
#28
Posted 03 January 2013 - 02:51 PM
#29
Posted 03 January 2013 - 02:53 PM
#30
Posted 03 January 2013 - 03:00 PM
Edited by jakucha, 03 January 2013 - 03:00 PM.
#31
Posted 03 January 2013 - 03:07 PM
Does games like P2 have an LRM equivalent? I'm talking about a weapon with a long range and indirect fire?
#32
Posted 03 January 2013 - 03:42 PM
CapperDeluxe, on 03 January 2013 - 09:01 AM, said:
MW:LL was a mod developed using Cryengine 2... a precursor to the engine that MWO uses (Cryengine 3).
Cryengine 3 is more advanced in all departments. MW:LL had far larger player counts than MWO does. Having developed with both engines I can say conclusively that it isn't an engine limitation that is preventing PGI from having 64 player battles and map sizes.
Instead the reason is poorly designed netcode, and PGIs apparent lack of experience with server side position tracking (which is where the lagshield comes from). WW2OL was based off a very early version of the Unity Engine and also has server side location tracking and hit detection (instead of client side... which can lead to hacks as people can modify local game files). WW2OL was released all the way back in the summer of June 2001 and they have managed to solve the server side location tracking problem.
I suspect that once PGI has solved the netcode issues they will dramatically expand the player counts and also inevitably add respawn and game modes similar to what is seen in MW:LL.
Davers, on 03 January 2013 - 03:07 PM, said:
Does games like P2 have an LRM equivalent? I'm talking about a weapon with a long range and indirect fire?
Planetside 1 had artillery that could fire about 2 kilometers and that was... I think a 2005 game. It's not an engine limitation... but the back end server location tracking. So far as I know PS2 doesn't have an equivalent.
Edited by xRaeder, 03 January 2013 - 03:43 PM.
#33
Posted 03 January 2013 - 03:46 PM
#35
Posted 03 January 2013 - 04:14 PM
Just saying...
#36
Posted 03 January 2013 - 04:32 PM
#37
Posted 03 January 2013 - 08:10 PM
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