Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Nov 14, 2005 23:19:07 GMT
Hey, listen to Paladin... No Logical arguments allowed in this thread! Back to whining and blatant accusations! *cracks his whip*
*walks away muttering... freaking asshats*
|
|
LaughingOtter
Angry Teenager
Mater tua criceta fuit, et pater tuo redoluit bacarum sambucus!
Posts: 180
|
Post by LaughingOtter on Nov 16, 2005 15:03:24 GMT
Damn right, Amon! While David & Manga are out of town, now's your chance to sieze power! Roll out the uber-secret high-performance version the team keeps for themselves! Stuff Smeglor with pizza and Red Bull and stand back while that gibbering little code monkey makes the pony list his bitch! You can keep Amadan distracted by having him lay out Grammaton Clerics as a monk prestige class! You can do it! You have the power!!!
|
|
|
Post by Snowdonia on Nov 16, 2005 21:12:53 GMT
It's powah. Get it straight!
|
|
|
Post by FrithRae on Nov 17, 2005 19:00:54 GMT
Fucking Pansies!!
(therel...I PVPd you, this can stay here...)
Discuss....
|
|
|
Post by vinea on Nov 20, 2005 14:19:40 GMT
Oh yeah, almost forgot. If MOBs can walk through fucking walls, why cant players climb out of fucking holes? Discuss.... This is indeed, at least in my view, one of the two most needed "fixes" for Horizons to attract a HUGE following (despite DOZer's and Grimlik's ability to complain about anything relating to the game). Horizons has no collision detection programming which, as I read here and elsewhere, prevents client server beasties from recognizing (and bouncing back from) obstacles such as walls and mountains. Without it, dungeons (so I hear) are impossible to implement since beasties will simply aggro players through walls. REAL collision detection is expensive...too much so at this point for MMOs with so many potential objects in the same area. IIRC DaOC had collision detection in their server engine and pulled it because of performance issues. Dunno if they've added it back or not. Fake collision detection (grids, pathing, etc) is obviously easier but requires a bit of code and typically should be designed in at the beginning of the game. Chicken and the egg...writing a new engine is really expensive. Fixing content to work with the engine you have is easier. I think that players would tolerate a memory hog/moderately broken (few CTD, lag kept somewhat at bay) engine if the game mechanics and content were compelling. There's another way for Tulga/AE to see improvement. Start selling their core engine for cheap a la Garage Games. Server engine has to be hosted by Tulga while client side source is released. Hopefully you get some client side improvements from the dev community that forms. Server source...eh... Then again GG took a lot longer to gain momentum than their founders originally thought. And I'm not entirely sure if this is a business model that really works...but hey, there is interest in indie games. It COULD be a viable revenue stream. The risk is that with the client code out there, hacks are easier. Eh. Vinea
|
|