Post by Zeli on Oct 25, 2006 14:10:43 GMT -5
source: Warhammer Alliance
and
Today, 06:57 AM
Mbj
Mythic Entertainment
Join Date: Nov 2005
Folks,
Ensuring that our players get as much out of the RvR experience as possible is one of our top priorities. The RvR experience the players have in WAR will be better than DAoC due to both engine updates, better asset usage and of course, faster PCs. As has been pointed out, we have learned a lot over the years and all of that, and more (having lots of smart tech people at EA to chat with is a plus as well), will go into WAR.
As always, it won't be perfect, as nothing is but it will be glorious.
Mark
Mbj
Mythic Entertainment
Join Date: Nov 2005
Folks,
Ensuring that our players get as much out of the RvR experience as possible is one of our top priorities. The RvR experience the players have in WAR will be better than DAoC due to both engine updates, better asset usage and of course, faster PCs. As has been pointed out, we have learned a lot over the years and all of that, and more (having lots of smart tech people at EA to chat with is a plus as well), will go into WAR.
As always, it won't be perfect, as nothing is but it will be glorious.
Mark
and
Today, 10:31 AM
Mbj
Mythic Entertainment
Join Date: Nov 2005
Folks,
Just so you know, Mythic doesn't believe in the "big iron" approach to running servers. As a matter of fact, we have always argued against it either as an independent or now as part of EA. As to what we use and how we deploy it, well, our approach will be the same as we used with DAoC but maybe with a spare system or two this time.
Server capacity will not be an issue for WAR. Frankly I hate with a passion (almost as much as I do Hobbits), the concept of one big shared world for all users. For a PvP-centric game like ours, it is not possible unless you want to cheat (instances and more instances for everything, limits on number of people in an area, etc.) in a way that makes it not truly a single shared world. One of my old MUD rules was that if you have hundreds of people in a game (my how things have changed) you can bet that at some point all of them will try to be in the same room at the same time, hoping to crash the system so you need to design accordingly. The more things change, the more they stay the same.
Mark
Mbj
Mythic Entertainment
Join Date: Nov 2005
Folks,
Just so you know, Mythic doesn't believe in the "big iron" approach to running servers. As a matter of fact, we have always argued against it either as an independent or now as part of EA. As to what we use and how we deploy it, well, our approach will be the same as we used with DAoC but maybe with a spare system or two this time.
Server capacity will not be an issue for WAR. Frankly I hate with a passion (almost as much as I do Hobbits), the concept of one big shared world for all users. For a PvP-centric game like ours, it is not possible unless you want to cheat (instances and more instances for everything, limits on number of people in an area, etc.) in a way that makes it not truly a single shared world. One of my old MUD rules was that if you have hundreds of people in a game (my how things have changed) you can bet that at some point all of them will try to be in the same room at the same time, hoping to crash the system so you need to design accordingly. The more things change, the more they stay the same.
Mark