Starsman

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  1. Quote:
    Originally Posted by Dark_Respite View Post
    I asked Matt on Twitter when we'd be getting our answers (at least from the first round). His response today:

    "Soon (TM) (Answers are written, waiting for sign off from execs.)"

    Michelle
    aka
    Samuraiko/Dark_Respite
    I hope they are holding them due to potentially positive news.
  2. Quote:
    Originally Posted by Mister_Bison View Post
    And generally that's ten times shorter to reimplement in another language than code the first time. And you still believe the 3000 thousands of hours would be necessary to redo the combat loop only ?
    I don't want to put words on Arcanaille's mouth but I think the goal specified was a full combat system with all it's dependencies (rooting included, that's a feature of the combat engine not the animation system), user input and enemy AI, not just a combat loop.
  3. Quote:
    Originally Posted by Arcanaville View Post
    If you count all the time thinking about it, I'm probably close to the 3000 hour mark already.
    Start the clock at the first time you actually start doing something?
  4. Quote:
    Originally Posted by Gangrel_EU View Post
    But it would be safe to assume that a "full days worth of *productive* coding" was 8 hours.
    Important to note: walking in circles, shaking head to think, going to the kitchen to get a drink while still thinking, thats all part of it. It counts towards the hours. If you only count the time you push keys into the keyboard, it's easy to say it took 2 hours to make a 16 hours worth of production.
  5. Quote:
    Originally Posted by Mister_Bison View Post
    I'm asking because coding the week-end is already off-work working so...
    Nobody is paying you so there is no overtime to count for here.
  6. Quote:
    Originally Posted by Arcanaville View Post
    Should take about a weekend.
    (>.<)

    I never managed to understand that frigging file...
  7. Quote:
    Originally Posted by Adeon Hawkwood View Post
    People want to make numbers bigger and fill up progress bars. The numbers and bars don't actually need to mean anything, people just like filling them up.

    If I was able to put in words how much I hate the fact that once you outlevel a contact, you can't fill that contact's relationship bar any further...

    I thought Ouroborus would address this, but turned out advancement in Ouroborus never actually changes your contact relationship... so the bar always stays incomplete... it... grrr... *foams*

  8. Woody Hearn from Gu Comics has joined the support/word spreading efforts.

    http://www.gucomics.com/comic/?cdate=20120914

    Go check the strip out!
  9. Woody Hearn from Gu Comics has joined the support/word spreading efforts.

    http://www.gucomics.com/comic/?cdate=20120914

    Go check the strip out!

    Edit... darn wrong forum!
  10. Quote:
    Originally Posted by Billy Mailman View Post
    May I ask why the NPC data was always kept hidden in the back-end of things? I've often wanted to be able to, say, look at how much resistance various enemies have, or exactly what the various powers of the Awakened are doing behind the scenes as they charge up and flash text at me, and it's always been a bit frustrating to know that it's in CoD, just hard to find.
    Exploits. If everyone can read the data easily, things like Hamiddon would have been defeated on day one.

    CoD can show it if they wanted, but they would likely get in trouble with the devs, who would either attempt to take them down or obfuscate data in the client further.
  11. Quote:
    Originally Posted by Mister_Bison View Post
    Sure I'm not a multi-decade code veteran here, I didn't code in Basic or Fortran, nor on Amiga or Amstrad, but that doesn't mean I don't have a brain and can't learn or work, or that what I was taught was crap. Doesn't mean I know it all either. I actually want to appear stupid and get told things harshly than people saying nothing and letting me in the wrong. Actually, I've come to see this little explanation as tutoring on the game's mechanisms, making notes here and there that could see better use than in the dark corners of a single brain. Also, I'd like some people to come to term with their assumptions that there is only the harsh way to an implementation.
    Don't take this the wrong way; again it's not an insult to your capabilities. But there is one thing you can never learn by studies and can never be taught to you and that is how to do estimates.

    Do this experiment: at random select 10 libraries/classes/whatever code files you are familiar with in one of those projects. Without opening them, guess how many lines of codes they have. Write it down. Then open them and count them. How many did you get right?

    I am looking at a very simple piece of code right now, does nearly nothing. Its 112 lines of code. There is no optimization that can be done to it, it’s rather sleek code. Best I can do is making it hard to read by bumping code lines on top of each other and deleting comments. This just makes it harder to work with later, though.

    The point is, you can have a perfectly clear idea of how to approach a coding task, you likely have what it takes to do so, but without enough years of experience you are nearly certainly going to understate how long it will take you.

    Again: not doubting your ability to do the job we are talking about, I am doubting your ability to do the estimate on how long it will take you and how many lines of codes you will end up with.

    Heck, after 16 years of coding for a living, I still often understate it! I made a habit of just padding it upwards because I KNOW I am getting it wrong.

    BTW: I am not singling you out. I asked you because I am already familiar with Arcanaville's background. You will notice I also still asked her about her 3k hour estimate (for a MyBrute project) despite knowing that, though.

    Oh one last thing: real time game development does not mean things won’t lag. "Real time game development" simply means the loops are aware of how long they take, and advance things appropriately. If a loop gets overloaded for any reason and is delayed, there will be lag, but time will not come to a halt. CoH server is real time in that sense. If something overloads and a loop hangs for 2 seconds instead of 0.125, you still will see 2 seconds pass in the recharge timer of all powers (for example) or enemies move 2 seconds worth of distance based off their last active speed, etc etc. [It also may mean the game is not turn based but that's not what I mean here.]
  12. Quote:
    Originally Posted by Quin View Post
    You know how Osamu Tezuka (The 'Godfather of Anime') created his art style originally, right?
    Yes, he had a lot of Disney inspiration. But that was then, this is now. Times changes and in the last couple of decades the asian market has been a bit protective of their art style.
  13. Quote:
    Originally Posted by BrandX View Post
    So basically, to that, I say, if you don't like it, don't buy/play it. This isn't me encouraging people to go out and get these games. But the idea that "OMG Standard Asian art" is somehow bad, because /they/ don't like it, when obviously enough people do.
    In my case, I am arguing that the Asian market has a history of rejecting western art styles. The west, on the other hand, tends to be much more accepting of Asian styles. Non-Asian masses tend to be more open minded in this respect. So at least my arguments are about the high chance of Wildstar failing in Korea.

    However, on the art discussed in this thread, I think the point is about that particular female's head, not just the Asian style. It just seems broken... perhaps it's just an example of a character creator allowing users to create abominable things, though.
  14. I had a crazy dream last night... I mentioned this before but I created my account here with a login name that reminds me to return to the MMO I was playing when I picked this up "just to check it out": Final Fantasy XI.

    Last night, I dreamt I went back to FFXI. In my dream, my old linkshell was still alive, an the entire game had been revamped to allow for soloing even as a bard.

    That dream got me thinking... Maybe I should look back into FFXI and see if it was some sort of premoniton or something, and the game indeed turns out to be revitalized. Heck, my linkshell may go crazy if they still around...
  15. This is my idea of a name system (I am sure many will hate it but it's what I'd do)

    Non-Unique names.
    You can’t send tells to anyone you want.
    To send a tell, you have to do a "contact request" from the character, that adds him to your address book where you can nickname him anything you want.

    When you want to send a tell, you /t and start typing, it will auto complete from your address book based on character name or nickname given by you.

    There is a chance you may have to Wolvarienasz in your address book, but you would be able to assign a nickname. Ideally, a tiny photo of the character’s face (stored in the client, based off the last encounter you had with that player's character) may be displayed in the address book and the chat over his name while typing a tell.

    Emails and the like would follow the same scheme. It may make a bit painful the "hey hit me up if you ever are online" idea, though.
  16. Well, I just was in the Wildstar website and looked again at the video section. Saw the gameplay video (I had not noticed it before.) It... bore me to death.

    It is as slow as World of Warcraft, you go about killing X number of critters that are just standing about the world... its horrible!!! Well, scratch that off the list of games to look at in the future!
  17. Quote:
    Originally Posted by Father Xmas View Post
    Don't know about that. Carbine is directly controlled by the parent company in Korea so I would imagine they would have plenty of oversight and the look reminds me a JRPGs like Phantasy Star Online and action/combo/block attacks tells me that it's not our old school "press key, watch animation, cool down, press key" style.

    Yes it's not hyper stylized like GW2 or Blade & Soul but I don't think it's a complete cultural disconnect like spandex clad super heroes.
    Everything I see in the website screams American Saturday Morning Cartoon to me. Although I got t say, all background art scream World of Warcraft (and that scares me, the game may be a scifi skin on a fantasy MMO.)
  18. Quote:
    Originally Posted by BrandX View Post
    Hmmm...the complaints on their artistic style has me thinking.

    Isn't that what some CoH players themselves complained about in CoH
    Some. I think I heard a lot more anger when they introduced anime inspired pieces, about how a LOT of players hated them in the game, than I ever heard before or after about CoH not being animeish enough.

    Quote:
    And about the breast size of the characters? Like CoH didn't have people maxing out or not leaving the breast slider at minimum (when the default was at the 50% mark).
    That's the interesting bit. If you fly around the game you will find that super-sized boobs are not as common as we may guess at first. Perhaps its because we have a lot of female gamers playing female characters, but we have a farily good mixture of player created characters in all spectrum of breast slider settings.

    That also may be key to Warcraft's success. It's not offensive to most women because unlike most MMOs it does not go crazy in the skinemax fan-service.

    Quote:
    NCSoft isn't the only MMO publisher that has canceled games that had a fan base.
    I think almost every case of MMO cancelation in the past (outside NCSoft) can be traced to either economical losses (Asheron's Call 2) or licensing agreements (Matrix Online, Star Wars Galaxies.)
  19. Quote:
    Originally Posted by JayboH View Post
    Blizzard does it too, and I wouldn't be surprised if this happens more and more.
    Hmm... last time I played WoW they didnt have any globals, but I quit that long ago and decided I would not touch it again the day they forced Battle.net accounts. Perhaps thats when they added that.

    I still think that numbering system is retarded. Who is happy because they can be @Superman.9978 ???
  20. Quote:
    Originally Posted by Samuel_Tow View Post
    Pretty much what Bubba said. I feel the future of MMOs is in personal control of social interaction and team play. If I want to play with others, I log in and play. If I want to play by myself... I'm still paying the same for the game, so I'll go do that. To me, this is the ideal structure where those who want to be sociable can be, whereas those who want to keep to themselves can, and all help the parent company.
    That's what Diablo 3 should have been.
  21. Quote:
    Originally Posted by Arcanaville View Post
    To make sure no one is left *too* far behind, my thought is that most of the "official" DLC content is sold for a period of time, then goes on sale after a certain point, and then becomes free after another point. What those points are, are details I haven't fully thought about.
    Another possibility is to give server owners a "DLC subscription" program. If they subscribe, they automatically get all new DLC, past and present.

    Single player mode may also have a similar program. Basically, a low monthly fee not for server access, but as a content subscription.
  22. Quote:
    Originally Posted by Combat View Post
    For now, I think MMOs will see a slow death. However, I definitely think they'll be with us in the future, and will be very popular again once we get the right technology.
    I did not say "MMOs will die" I said MMOs "as we know them" will fade out. MMOs will continue, but I expect in the next two decades to see a return in the private server concept.

    Quote:
    Right now, we are stuck in an infancy stage, connected to our keyboards and mouse and playing in a clearly pixelated environment. Remove those limitations, and MMOs will have a bright future.
    We are far from the MMO infancy. In fact we reached "adulthood" a while back. The MMO genre is 17 years old already. And darn have things gone a long way from the EverQuest launch to TOR and GW2's launch. There is room to grow, but we are far from the genre's infancy.

    Quote:
    Simply put, I don't think we really have the tools to create a fully immersive virtual world, and that hurts MMOs.
    But what are those limitations? Every time I see some one attempt to enumerate them, I see items that fall in one of these categories:

    Pipe dreams that cant exists even in single player games on high end computers. (example unlimited level of detail, smart AI that can create it's own stories with perfect human-like voice acting or complete control of the character to the movements of a pinky)

    Mechanics that already exist, have been tested, and rejected by the public. Sandboxed control to do anything you want, player created cities, craft anything you can think off, players mold the world. This didnt sustain UO for against static content MMOs, failed for SWG and didnt seem to be any economical landmark success for Second Life Online.
  23. Quote:
    Originally Posted by Samuel_Tow View Post
    Well, like I said (here? elsewhere? I forget): If NCsoft want to give up on the Western market, then that's fine. I hope the Korean market can support them, because I'm not interested in their sloppy seconds.
    I don't think they want to give up on the Western market, I think they want to give up on the western culture.

    They want to make and present games the Korean core company understands.

    Guild Wars 2 is such a game. It's very easy to see how that game will fit perfectly in Asia.

    Dungeon Runners, Auto Assault, Tabula Rassa and City of Heroes never fit there. Exteel... not sure what happened to that one. I would had figure that one would fit fine toward the Asian market.

    Anyways, my prediction is that Wildstar will be a disappointment for them. The art direction of the game alone will be rejected in the Asian market, and the game will be lucky to live 3 to 4 years.
  24. Mister_Bison, out of curiosity, don't take this wrong I just want to see where we all standing here and where everyone is comming from:

    What is the largest coding project you have engaged on solo? What about in a team?

    What about experience with networking code?

    What about real-time game development?
  25. I think MMOs as we know them will fade out over the next couple of decades (yes it will be slow.)

    The entire process of server hosting is insanely expensive and it's only done because it's thought that it's required to secure control and a profit stream.

    As I mentioned earlier: mobile games have demonstrated there is a LOT of money to be made without controlling where the player plays.