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Xxeon 8/06/08 2:36:57 PM
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Apprentice Member
Joined: 7/23/08 |
Originally posted by erawropav I have my own publisher too. Check them out That's exactly what their so called 'publisher" is. Nothing more than a CD replication and distribution company. Because they couldn't find a real video game publisher for their "100% feature complete" amazing MMORPG. Wake up. Darkfall is a complete failure. It's been a failure for years already. The only thing that has kept it afloat is the fact that no one has actually seen it because the devs hide it like a deformed child.
welcome back nice new account i c. Actully its because most publishers want control of the game darkfalld evs dont want to give it . so your theory there is flawed |
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Trogg13 8/06/08 3:00:47 PM
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Novice Member
Joined: 7/29/08 |
Originally posted by hakubylicks
It costs hundreds upon hundreds of thousands of dollars. Why do you think Engines like Hero and Big World cost 1 million dollars to own a license to? Now please someone tell me how Aventurine with their measly 20 or 30 amateurs can build a professional grade server and networking system capable of supporting 10,000 or even 3,000 people online at once... in a FPS style gameplay setup.
Well, i've been coding commercial internet-facing applications professionally for over 10 years so i believe i do know a thing or 2 about programming and software development.
you're miles wrong on numerous things: - 100s of thousands of $$ to build a 50 PC cluster is nothing. depending on your supplier, it may well cost you quite a bit less than 6 figures too. - 10K simultaneous connections to a well-built load-balanced server is nothing, as long as you have the bandwidth. - the bandwidth required per connection while playing is actually very small, typically less than 5KB/sec. - EVE handles > 35K concurrent players every night for example, and the architecture described for DF is much more robust & flexible than EVE's. - licenses for the unreal engine start at $300K, anyone can write a 3d game engine, and many people have. they are often written by a single programmer and the amount of code required is relatively small, less than 200K lines for instance. it's the capabilities and speed of the engine that is where the differentiation is. - everything i've read about Darkfall's technical details has been spot on the money for technical accuracy, and has also come across as a really smart way to approach mmo server design de novo.
i understand why you're incredulous, you don't see other MMO trying to do asynchronous zone loading, dynamic distribution & load balancing to try to get high concurrency numbers but frankly this tech has been used for other server applications for many years, it's just been ignored by the conventional game development companies because - i presume - they are more interested in churning games out, not in spending a couplle of years perfecting their server architecture.
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Xxeon 8/06/08 3:51:57 PM
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Apprentice Member
Joined: 7/23/08 |
Originally posted by Trogg13
Well, i've been coding commercial internet-facing applications professionally for over 10 years so i believe i do know a thing or 2 about programming and software development.
you're miles wrong on numerous things: - 100s of thousands of $$ to build a 50 PC cluster is nothing. depending on your supplier, it may well cost you quite a bit less than 6 figures too. - 10K simultaneous connections to a well-built load-balanced server is nothing, as long as you have the bandwidth. - the bandwidth required per connection while playing is actually very small, typically less than 5KB/sec. - EVE handles > 35K concurrent players every night for example, and the architecture described for DF is much more robust & flexible than EVE's. - licenses for the unreal engine start at $300K, anyone can write a 3d game engine, and many people have. they are often written by a single programmer and the amount of code required is relatively small, less than 200K lines for instance. it's the capabilities and speed of the engine that is where the differentiation is. - everything i've read about Darkfall's technical details has been spot on the money for technical accuracy, and has also come across as a really smart way to approach mmo server design de novo.
i understand why you're incredulous, you don't see other MMO trying to do asynchronous zone loading, dynamic distribution & load balancing to try to get high concurrency numbers but frankly this tech has been used for other server applications for many years, it's just been ignored by the conventional game development companies because - i presume - they are more interested in churning games out, not in spending a couplle of years perfecting their server architecture.
funny thing is trogg is right |
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hakubylicks 8/08/08 3:54:22 PM
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Apprentice Member
Joined: 7/31/08 |
Originally posted by Xxeon
Well, i've been coding commercial internet-facing applications professionally for over 10 years so i believe i do know a thing or 2 about programming and software development. so you're 28 years old and you've been coding professionaly for over 10 years? so you think you were a professional at 18 years old? lol please come back in another 10 years and then we'll talk you're miles wrong on numerous things: - 100s of thousands of $$ to build a 50 PC cluster is nothing. It is when you don't have it. - 10K simultaneous connections to a well-built load-balanced server is nothing, as long as you have the bandwidth. You can have all the bandwidth in the world. It means nothing without a perfectly coded server. - EVE handles > 35K concurrent players every night for example, and the architecture described for DF is much more robust & flexible than EVE's. EVE Online is not a game like Darkfall. It 's in space. It's much easier to do. - licenses for the unreal engine start at $300K, anyone can write a 3d game engine, and many people have. they are often written by a single programmer and the amount of code required is relatively small, less than 200K lines for instance. it's the capabilities and speed of the engine that is where the differentiation is. The major area that differentiates engines is THE TOOLS that come with them. TOOLS build good games. Not rendering engines. - everything i've read about Darkfall's technical details has been spot on the money for technical accuracy, and has also come across as a really smart way to approach mmo server design de novo. Please point out where they describe their setup beyond some vague bullshit. i understand why you're incredulous, you don't see other MMO trying to do asynchronous zone loading, dynamic distribution & load balancing thats's because their experienced and smart Darkfall WILL fail. It's not a question of if it will , it's just a question of when it will. |
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Xxeon 8/08/08 4:10:50 PM
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Apprentice Member
Joined: 7/23/08 |
Originally posted by hakubylicks Darkfall WILL fail. It's not a question of if it will , it's just a question of when it will. to bad you really dont know what your talking about |
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Arcken 8/10/08 5:39:12 AM
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Novice Member
Joined: 8/14/04
Lets face it, MMOs today are turning into single player console games with a chat box included. |
Starting to rain fanbois in here. Grab an umbrella cause last time I saw someone mindlessly tout a game he got burned by 90% of the people on these forums once it was released. Now no takes him seriously, hes turned into a complete joke. Seriously dont let this game make you look like a chump. (or at least anymore than it already has) |
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Evasia 8/10/08 5:43:42 AM
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Hard Core Member
Joined: 5/22/08 |
Originally posted by hakubylicks Majority of darkfall forums these days are ex wow players, they just come there to annoy the real fans. |
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Arcken 8/10/08 5:49:31 AM
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