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| | #76 (permalink) | |
| Mr.Furious Join Date: Mar 2005
Posts: 608
+1 Internets | Quote:
There is actually a mod (probably a couple) that cuts down on zone loading times (riding a zep, etc). I don't know how it does it, but its extremely effective.
__________________ UO - Broman, Chesapeake (retired) EQ - Aildrik T'Quetzl, Tarew Marr (retired) WoW - Broman, Zul'jin (retired) WoW - Ail, Draka | |
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| | #78 (permalink) | |
| Registered User Join Date: Sep 2004
Posts: 167
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| | #80 (permalink) |
| A Bearded Gnome | 1-2 minutes for zoning in WoW? It takes me at most to zone in WoW 10 seconds, if that. Upgrade your damn pc's, WoW is the Counterstrike of MMO's everybody should be able to run it decent.
__________________ PSN: Araxen http://www.last.fm/user/araxen The Best FAQ on the Internet: The Official God FAQ |
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| | #81 (permalink) | ||
| I am not your billboard. Join Date: Nov 2004
Posts: 1,673
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Many people wonder why VG and it's developers raise so much ire across many members of the community and I present this as a shining example of one very basic, very simple thing that does just that. Why they just can't call it what it is, and instead choose to misrepresent their world (when it seems to only open them up for controversy) is truly a mystery to me. Talk about setting yourself up to fail, sheesh.
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| | #82 (permalink) | |
| Registered User Join Date: Nov 2006
Posts: 210
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This is where I came from with VG. I was very skeptical of 'no instance' stance they took. I personally like instances, and think there are many positive things gained by using them in a limited way. But, since VG was supposed to be so advanced, and in many ways had features that interested me [tons of classes, huge world, early mounts, *seamless world*] I thought I'd give it a try. Without even really getting to play much, the *seamless* world idea is destroyed. I know exactly where the seams are, and they jack my gameplay up. Zoning in WoW is a little journey [incredibly short, compared to the retarded long travel times in VG. I don't mind travel times once or twice, but to run back and forth between the same two areas over and over again is not 'immersive' its just tedious, but I digress] I was saying that zoning in WoW is just a short journey from zone to zone and then voila, you're in the new zone. A little note on the screen and a change of 'general' channel to the new zone, and you're done. I dreaded 'chunking' in VG, possibly because it was far more clumsy than WoW's implementation of zoning [it is a step up from EQ obviously] and possibly because they claimed no such zoning would take place. | |
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| | #84 (permalink) | |
| Genocide Engineer Join Date: Jul 2002 Location: Georgia
Posts: 1,809
+10 Internets | Quote:
EQ Test players consistently /bug'd things that came up. I know because I did it myself as well as others I talked to. Did things that we know were bugged and that we reported still go Live on a frequent basis? Yup. When we were asked to test something, most people jumped at the chance. For common rank-and-file stuff, this was pretty rare. For raids, there was one major raid org that was, for all intents and purposes, the Dev's test bed. Later I was in a different raid org which also helped whenever needed or bugged anything we found, though we were significantly further behind in content. A dev posted a few months ago that the Test community is doing exactly what they want them to do; play the game as they normally would and report any bugs that they run across. I won't even touch your idiotic "shitty fake community" statement. I'll just assure you that you are wrong. To the VG Devs who read here (well, Nino I guess,) I advise that you need consistent communication with the Test playerbase. Let them know what new features you are implementing. Let them know the proper procedures for reporting bugs and submitting comments. Let them know what you want tested if there is something specific. Be ready to restore lost characters/items/XP when you can (though most should understand it is not required and that true GM assistance/CS is not guaranteed.) Let your community know up front what the Test Server is for. Will you only bring up once in awhile to test patches? Is it a server which will stay up consistently a la EQ1? Will you be wiping/copying characters over on a regular basis? Is it just to test raid/higher level content? Keep in mind that much of your Test populace will be people who generally want to make VG better... they want to do what they can to help you improve the game. All of this while dealing with game stopping bugs, server crashes, lost items/xp, a smaller playerbase, etc. Treat 'em right. ![]() | |
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| | #85 (permalink) | |
| Registered User Join Date: Jul 2002 Location: Detroit
Posts: 5,221
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And im sure this will be further refined to be totally seamless, its about 90% there already. What did everyone expect? Magical server farm to host 3 massive continents without some sort of "zoning" , "chunking" or whatever? I seem to recall Blizzard claiming that WoW had no "zones" either. But yet every area was its own little zone with chokeways etc.../shrug
__________________ When I am working on a problem I never think about beauty. I only think about how to solve the problem. But when I have finished, if the solution is not beautiful, I know it is wrong. | |
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| | #86 (permalink) |
| Norsk Arysk Blak Metal! Rahhh!! Join Date: Oct 2006 Location: Frozen North
Posts: 151
| Not true, you're making an assumption without fully understanding that the Unreal 2 engine that they developed the VG engine from, does actually have a few limitations that are never going to allow chunk loading to be 100% invisible when crossing between them. Consider yourself quite lucky to be getting such generous chunk times. |
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| | #87 (permalink) | |
| Registered User Join Date: Aug 2005 Location: Reno, NV
Posts: 313
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I remember sending Brad a message about this around 18 months ago. Even if there's a one-tenth second hitch while moving to another, ahem, zone people will say it isn't seamless. I guess technically they are correct. On my almost 4 year old machine I pause for anything between 1 second (where I've visited that zone already so it's in cache) or 5 seconds (new zone not visited in current play session). It doesn't bother me but it is jarring because I've no idea where chunks begin and end. I'd almost prefer one of those first down lines like you see in football games to indicate chuck borders ![]() | |
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| | #88 (permalink) | |
| Registered User Join Date: Apr 2006
Posts: 38
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| | #89 (permalink) | |
| -internets from anon retards mean jack Join Date: Nov 2003 Location: Overthere next to that place
Posts: 2,720
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Crash to desktop Fall through the world Randomly get ported 1000s of feet away, and yes even up into the air sometimes to fall to my death even with safe fall, and into areas that are so high I have 0 chance of recovering my tombstone Get instantly attacked by mobs who are stuck on the chunk line who will not be visible from the other side of the chunk line Get knocked off my horse Game locks up my computer causing me to have to do a hard reboot. And I always, yes every single time, have to wait 30secs to a min every time I cross one. Seamless my ass.
__________________ ![]() Give me more -internets you little bishes! | |
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| | #90 (permalink) | |
| Registered User Join Date: Nov 2006
Posts: 210
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I have to assume most people arn't getting this kind of performance/bugginess though. That would just be intolerable. | |
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