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(QOTW 08042008) Zones, Equipment Destruction, and Crafting
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Topic: (QOTW 08042008) Zones, Equipment Destruction, and Crafting (Read 7857 times)
Moll
Community Manager
Administrator
Posts: 1211
(QOTW 08042008) Zones, Equipment Destruction, and Crafting
«
on:
August 03, 2008, 10:37:15 PM »
Hi everyone!
I'm back this week with two questions straight from the developers. Enjoy!
Cid_mutation: A big open world in one map, or many small map. A combination of the 2?
Masthead: Earthrise is a persistent world MMORPG and all the action is currently designed happen in a single, big open world environment.
Tyrus Dark: How do items "exit" the world. With insurance and loot drop, it seems like items have little chance of being permanently lost via combat. Equipment destruction in my eyes seems to be absolutely necessary as a money-sink. How does equipment finally get destroyed in Earthrise?
Masthead: Item destruction is one of the most important aspects of Earthrise's economy and we consider this a major money sink in the game. Each usable item is designed to lose Durability with its use, and can be repaired by players using specialized tools. It is not possible to repair your items forever, though. The loss of Durability also lowers the Quality of the item. When the item's Quality drops under certain value, the maximum Durability of the item is lowered by a percentage as well until the item starts to constantly break down with use. Even if such a broken item is deconstructed to its components, the Quality of those components is derivative of the item's Quality and will be useless as well. Players who end up with a lot of trash should not consider destroying the item yet. Characters can refine multiple items of the same type into a single item that has higher Quality than each one of the refined items. This should be a serious money sink of its own for players, as they will need to sacrifice items in order to end up with one with sufficient Quality once again.
Enjoy, and I'll see you around the forums as I'm catching up!
~ m.
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DrKiller
Newcomer
Posts: 39
Re: (QOTW 08042008) Zones, Equipment Destruction, and Crafting
«
Reply #1 on:
August 03, 2008, 11:00:21 PM »
Welcome Back moll
,
This is really, and I mean really a good idea.. No Inflation in earthrise.. at least up to some point. I get sick and tired of eventually having to pay ammounts like 10.000.000 (in w/e game currency) just for every-day transaction
I wonder however, about how does the devs plan on preventing the players from going poor by this strategy..
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Acidbaron
Honorary Citizen
Posts: 330
Re: (QOTW 08042008) Zones, Equipment Destruction, and Crafting
«
Reply #2 on:
August 03, 2008, 11:17:21 PM »
Thanks for the post,
Good to see (usefull) durability is in, been missing that in many games. I wouldn't worry about players becoming too poor drkiller, players will just adapt their playstyle rather then just using the best they can they will use the best they can lose. The basic items will probably be extremely cheap.
A question regarding the first answer though, So there are no seams or choke (zone)points or am i reading this wrong, if i'm right i wonder how loading happens?
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The Earthrise Wiki
Magunnus
Honorary Citizen
Posts: 297
Re: (QOTW 08042008) Zones, Equipment Destruction, and Crafting
«
Reply #3 on:
August 04, 2008, 12:17:59 AM »
Quote from: Xyleya on August 04, 2008, 12:09:19 AM
If you get near an adjacent grid/map/whatever it get's preloaded in the background. This way you can cross the line between different grids/maps/whatever without noticing.
This is basically done serverside, not clientside.
There are some follow up questions, also. If you're correct and it's preloaded, then do you get to see the current state of what's over the boarder so you don't suddenly take one extra step and find yourself in the middle of a 10 man gang that you couldn't see before? If so, can combat occur across borders (and hence, across servers)?
Or does this mean a single logical server spanning a massive cluster so it's all the same map and there are no 'borders'? This would be really cool, but the cluster server would have to be a monster.
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Acidbaron
Honorary Citizen
Posts: 330
Re: (QOTW 08042008) Zones, Equipment Destruction, and Crafting
«
Reply #4 on:
August 04, 2008, 12:52:21 AM »
Quote from: Xyleya on August 04, 2008, 12:09:19 AM
If you get near an adjacent grid/map/whatever it get's preloaded in the background. This way you can cross the line between different grids/maps/whatever without noticing.
This is basically done serverside, not clientside.
That's what i am assuming it is(cause can't think of anything else), just wanted an official response on this.
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The Earthrise Wiki
Tallath
Model Citizen
Posts: 169
I be nobody!
Re: (QOTW 08042008) Zones, Equipment Destruction, and Crafting
«
Reply #5 on:
August 04, 2008, 02:24:51 AM »
Now just about the rate of decay, fast or slow, or item dependent?'
Oh, and glad to see you back Moll.
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The zombies are coming....
Devildog1
Model Citizen
Posts: 230
I'm here for the beer! Have you seen my pants?!
Re: (QOTW 08042008) Zones, Equipment Destruction, and Crafting
«
Reply #6 on:
August 04, 2008, 03:29:13 AM »
Wow it's goodto have item decay back in a meaningful way!
Th seamless world is an awesome feature I get sick of load screens!
Wb Moll!
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Cavadus
Hero of Sal Vitas
Posts: 1790
Wanna join my porg?
Re: (QOTW 08042008) Zones, Equipment Destruction, and Crafting
«
Reply #7 on:
August 04, 2008, 03:58:08 AM »
Mmmm, item decay. Yummy.
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Joker
Hero of Sal Vitas
Posts: 938
Patients is a virtue.
Re: (QOTW 08042008) Zones, Equipment Destruction, and Crafting
«
Reply #8 on:
August 04, 2008, 04:06:40 AM »
I was hoping that it would be one big world. Very very good.
Also happy for the item decay.
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Quamie
Citizen
Posts: 54
Re: (QOTW 08042008) Zones, Equipment Destruction, and Crafting
«
Reply #9 on:
August 04, 2008, 04:22:08 AM »
Item Decay keeps items in constant demand:) Good for crafters!
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Xefipor
Model Citizen
Posts: 130
Re: (QOTW 08042008) Zones, Equipment Destruction, and Crafting
«
Reply #10 on:
August 04, 2008, 04:42:46 AM »
Quote from: Acidbaron on August 03, 2008, 11:17:21 PM
A question regarding the first answer though, So there are no seams or choke (zone)points or am i reading this wrong, if i'm right i wonder how loading happens?
This is usely handed by server client communication, basicly it's a load area arround the player. Basicly the game world doesn't change offten so all your map information (trees rocks rivers) are loaded client side. NPC's and PC's are loaded on a need to nkow basis Deppending how close you are. Unlike some older games like EQ where all information is loaded to the client when you log in.
Information will be loaded slowly to your client as things get or you get closer.
It also depends completely on the way the server is coded also. If it is coded to work as one LARGE system and not broken into diffrent soft-zones then it shouldn't be a problem. This way the server load is not a problem because all systems are tied into one server cluster. It's when areas are designed to run in diffrent soft zones that you see this problem because information is not loaded to the client untill you cross that invisable line (or visable as in AO).
Will have to see how they set thier servers up to know.
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speCta
Model Citizen
Posts: 182
How persistent is persistent?
«
Reply #11 on:
August 04, 2008, 09:31:04 AM »
Quote from: Moll on August 03, 2008, 10:37:15 PM
Cid_mutation: A big open world in one map, or many small map. A combination of the 2?
Masthead: Earthrise is a persistent world MMORPG and all the action is currently designed happen in a single, big open world environment.
I've been searching around for a while, but I can't for the life of me find the answer to the question being: Just how persistent is a "persistent world MMORPG"?
I know Ultima Online was persistent. I know that in if, in Ultima Online, you picked up a stone and put it down somewhere else, when you came back a week later, that stone would still be there right where you left it.
I also don't recall any other game advertised as being "persistent" having that type of persistence. If persistent simply means that NPCs don't ever move, and don't ever log off, that's fine, but I suppose what I'm looking for is an answer to just how persistent Earthrise will be. Also, since the QoTW thread apparently has been closed, I'll just ask here, in case someone actually knows, and by any chance can throw some quotes or links.
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Setesh
Model Citizen
Posts: 175
Re: How persistent is persistent?
«
Reply #12 on:
August 04, 2008, 10:25:02 AM »
I have no quotes to back this up but I don't expect their version of persistent to be terribly different than any other MMO that doesn't use instances for the majority of its content, ala GW. In fact, ER developers have stated that they want to avoid instances at all costs. By calling it persistent, I believe they mean to say its the same world for everyone rather than shards that reset periodically. If Bob kills a mutant boss, then you cant kill the mutant boss until the boss respawns.
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What was done to me created me. Its a basic principle of the universe.
Acidbaron
Honorary Citizen
Posts: 330
Re: How persistent is persistent?
«
Reply #13 on:
August 04, 2008, 10:35:10 AM »
I don't think if you place an item or drop it somewhere that it will stay there forever, just for server performance sake they get binned automatically within a certain period.
I know what is one little box going to do, but people especially trained exploiters or exploit hunters will place loads of them near loading spots to increase the load time and thus lowering the players client-server response time.
Since no one on these forums besides those that cannot tell or don't want to :p, we are left to speculate what a persistent world really is.
When we do a quick wiki search we find
this
Sadly that doesn't really say much as by their definition and the pure technical one it means every mmo that continues to 'live on' after the person logs.
However what we do know from reading that short explaination that it means persistent world does not include instancing, so in a sense yes certain areas won't just magically reset and you won't suddenly be in an area totally disconnected from the world and other players, so yes like Ultima Online if they used the right terminology.
I remain skeptical on not instancing anything at all due to the con's involved, performance and gameplay wise.
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The Earthrise Wiki
Batts
Honorary Citizen
Posts: 269
Im Back Baby
Re: How persistent is persistent?
«
Reply #14 on:
August 04, 2008, 10:40:19 AM »
my demands for persistance are pretty basic - my bases to still be there (under my control or not), my weapons, ammo, armor, and money still on my person (or bank), and my skills to be the same or more advanced than when i left them.
what more could you want out of persistance?
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Put your drawers on, and take your gun off
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