Massively multiplayer?
by Daniel Eden · in General Discussion · 03/20/2002 (3:42 pm) · 5 replies
Am I right in assuming Realm Wars is going to be massively multiplayer? If so, how are servers and the like going to be arranged? Anyone have any ideas?
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#2
So for instance, each map segment comes up for battle, people fight on a specific server for that segment. The results post back to the meta server and update what that chooses as the next segment etc.
Thats just my take on it.
Phil.
03/29/2002 (11:35 am)
Actually, I get the idea that there is going to be a meta server or servers that track the various servers to keep track of an overall map.So for instance, each map segment comes up for battle, people fight on a specific server for that segment. The results post back to the meta server and update what that chooses as the next segment etc.
Thats just my take on it.
Phil.
#3
05/23/2002 (11:08 pm)
Are there any plans for centralized storing of "characters"? I know this isn't geared towards the "levelling" bent, but something to track equipment, stats, wars, etc...
#4
As for non-leveling, I think that's one of the major elements of the game. Maybe a prestige rating or something (so people can earn some reputation or something), and I think the players items list could be customised, but apart from better customisation, every player have an equal starting point.
Personally if I see STR,CON,AGI,WIS,INT,CHA again my head will explode.
05/24/2002 (4:25 am)
I think that is implied.As for non-leveling, I think that's one of the major elements of the game. Maybe a prestige rating or something (so people can earn some reputation or something), and I think the players items list could be customised, but apart from better customisation, every player have an equal starting point.
Personally if I see STR,CON,AGI,WIS,INT,CHA again my head will explode.
#5
Dungeon Siege did this EXTREMELY well. When you start, you only pick a few "features" of how your character looks, then are you in the game. As you do different actions, cast a spell, hit something with a melee weapon, or shoot a missile weapon, your corresponding skill bar increases slightly. Soon you begin to level in particular skills, not in overall levels, and as you level, you become stronger, and it becomes harder to increase the stat. I was truly, truly impressed by this system.
I'm going to post some ideas over to the Designers list, based on this info though.
05/24/2002 (10:15 am)
Oh I agree. There have been several articles about this issue in RPGs, and how things like "numeric stats" were neccessary when you were playing pen and paper, but are antiquated in the electronic game world. (unless you are striving for simulation of such a game, like Baldur's Gate)Dungeon Siege did this EXTREMELY well. When you start, you only pick a few "features" of how your character looks, then are you in the game. As you do different actions, cast a spell, hit something with a melee weapon, or shoot a missile weapon, your corresponding skill bar increases slightly. Soon you begin to level in particular skills, not in overall levels, and as you level, you become stronger, and it becomes harder to increase the stat. I was truly, truly impressed by this system.
I'm going to post some ideas over to the Designers list, based on this info though.
Torque Owner Matt W
Just an online game where a lot of people play at the same time on multiple servers.