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2012-05-31, 02:46 PM | [Ignore Me] #46 | ||
I got on a mossy and crossed cyssor from north to south and from east to west at a steady 119 kph. I cant remember the exact calculations but i got something roughly to 8x8 and if not mistaking a little bigger I did it for several conts and wrote it down, but looks like i miss placed it. But yeah indar is roughly the size of Cyssor.
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2012-05-31, 02:53 PM | [Ignore Me] #47 | ||||
Contributor Major
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We all know additional continents will be designed and added post-launch. Higby's said this time and again in dozens of different ways. So what duplicating the initial 3 continents (and replacing them later) is about is *preventing* the situation you describe. If you have the target number of continents (with copy/paste substitutes for the ones to come later), then you design the server-count -- and thus the per-server population -- with those future continents already built-into the mix. Otherwise, adding that post-launch content does exactly what you're describing -- spread a (relatively) fixed per-server population across more continents, reducing the population density and thus the level of action per continent.
However, warpgates between continents kind of work better with more continents. Which is why it's entered into this discussion of a way to artificially inflate the continent-count at launch. Adding the warpgates aren't the primary reason to copy and paste continents. Making them work better is a happy side effect. I do tend to agree that I don't want Amerish 1, Amerish 2, Amerish 3, etc. So why not name the multiple copies differently? Instead of Amerish 1, Amerish 2, Indar 1, Indar 2, Esamir 1 (it *is* Esamir they said the third one would be, right?), Esamir 2, etc.; have Amerish, Indar, Esamir, Oshur (starts out looking like Indar; gets replaced by a real Oshur later), Hossin (starts out looking like Amerish), Ceryshen (starts out looking like Esamir), etc. This way, it's much easier to communicate to newbies/outsiders that it's not really instancing in the normal sense, and there's more content coming to fix the duplication. It's also easier to communicate "Need help on Indar" vs. "Need help on Oshur." |
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2012-05-31, 02:57 PM | [Ignore Me] #48 | |||
Contributor Major
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It's entirely possible, for instance, that your 119 kph covers 119,000 "game units," but player models are 10 "game units" tall. This means that while your spedometer test measures the dimensions of the island as roughly 8x8km, by any true test of scale relative to a human-sized character model, the island would be less than 2x2km. Not that I've done any tests to contradict your assumption, but it's worth pointing out that you've made that assumption so we all know how big a grain of salt to take your data with. |
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2012-05-31, 03:03 PM | [Ignore Me] #49 | ||
Well I know its not 100% accurate. But that and kinda remembering Higby say that Planetside 2 continents would be roughly the size of the biggest Planetside continents. Leads me to believe this. Yes I could be wrong but so far thats what I have to go by.
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2012-05-31, 03:06 PM | [Ignore Me] #50 | ||
Major
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A good way to measure it surely simply how many seconds it takes to cross the largest part of the continent? That gives the "feel" of the size to the player.
For what it's worth Indar "felt" very small on TB's video, but that may be misleading due to the much higher concentration of interesting features in the new maps. |
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2012-05-31, 03:09 PM | [Ignore Me] #51 | |||
Brigadier General
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So I'm going to disregard any information that is based on how large the in game data claims Cyssor to be, or how fast a PS1 aircraft claims to travel. We already know that the Mosquito in TB's video reported traveling at significantly faster speeds than PS1 Mosquitos could fly at. This would be further compounded if PS2 were closer to accurate in scale than PS1 was. A PS1 Mossie flying at 100 KPH in a scale where 100 kilometers was actually 66 real world kilometers would end up making the real world flight speed be a third slower than reported. Indar only looked as small as it did in that video because the aircraft are so fucking fast. Pause a moment in those videos and look at how large the bases and landmarks truly are. This is why I'm only interested in comparisons of known scale between the two games. We know how big bases and towers were compared to infantry in PS1. We now know how big buildings and bases are compared to infantry in PS2. We can compare those, and then look at their scale on the continental maps, and estimate how large they are in comparison to each other. |
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2012-05-31, 03:14 PM | [Ignore Me] #52 | |||
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2012-05-31, 03:17 PM | [Ignore Me] #53 | |||
Brigadier General
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It may be an even bigger gap than that, if PS1 meters are shorter than PS2 meters (PS1 being wrong and PS2 being closer to real life). It may very well be that TB was traveling at 3 times the speed of a PS1 Mosquito or more. Again, compare the map features. Don't forget how unbelievably huge we know those bases are, despite the fact that they can still look tiny when zipping around quickly through the air. The PS2 AMP station (and surrounding buildings and walls) looks to be about 4 times the size of a PS1 AMP station (thus the size comparison I made). It doesn't matter how it "feels," or what scale the game says. All that matters is how large they are compared to a standard unit of comparable measurement, such as the height of an infantryman. By this measurement, Indar is at least the size of Cyssor, if not quite a bit larger. Last edited by Xyntech; 2012-05-31 at 03:18 PM. |
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2012-05-31, 03:21 PM | [Ignore Me] #54 | |||
Major
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It would only feel bigger to someone on foot travelling at the same relative speed that we ran at in PS1. Time, elapsed seconds, to get from point A to point B is what defines the feeling of size to the player. |
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2012-05-31, 03:22 PM | [Ignore Me] #55 | ||
Major
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Eventually, I think we're going to need to return to the lockout system when more maps get added. When a map was locked out, you then had fewer maps to fight, but there were always more ways of hitting that map. Generally, there were 2 or 3 maps fought on at a time in PS1, and the fun of lockouts is you had a different experience in combat each week as the battle shifted. I don't see a 3 way battle on 6 maps ever happening without killing the scale of combat.
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2012-05-31, 03:24 PM | [Ignore Me] #56 | |||
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2012-05-31, 03:27 PM | [Ignore Me] #57 | |||
Major
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Last edited by Mechzz; 2012-05-31 at 03:30 PM. |
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2012-05-31, 03:39 PM | [Ignore Me] #58 | |||
Brigadier General
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So my point is that Indar is technically big. At least as big as the biggest PS1 maps, if not bigger. How it feels is important, but not as important as the fact that there is factually more land mass in a PS2 continent. Moreover, with the hex system, there is factually more capture points to fight over. 17 bases on Cyssor vs 70 hex zones on Indar. So we can't keep thinking of it like we're getting 3 PS1 continents at launch. As I said, it's not the same as 3 PS1 continents, nor is it the same as 9 or 12 PS1 continents. The fact that it's more contestable area smashed together into one continuous zone means that it will play very different than PS1 in a lot of ways, and we really don't have much meaningful data to compare that to as far as guessing how it will play out. We will need beta data to see for sure. I don't doubt that there may be some problems with the new system and/or having only 3 continents, but I also have little doubt that a single PS2 continent has the possibility to sustain multiple large and small 2 way fights even if there is a 3 way clusterfuck going on at the same time on another part of the continent. There won't be a 3 way convergence of territory at every spot on the map, and in places where only 2 empires territory butts up against each other, I strongly suspect there will mostly be 2 ways. There just won't be enough incentive for the third empire to constantly barge in on the other empires 2 way, especially when that empire has several of their own 2 ways and the clusterfuck 3 way to deal with. |
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2012-05-31, 04:17 PM | [Ignore Me] #59 | ||
Lieutenant General
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Would anyone feel for trying multiple setups in the beta?
So one server with multiple continents inter-connected and a couple servers with just three continents? Then they can see what's more popular for launch. |
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2012-05-31, 04:17 PM | [Ignore Me] #60 | |||
Contributor Major
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How do you launch with bigger server populations, when only 3 continents are done? You copy and paste continents, so you can have fewer, bigger servers. Thus, this thread. Copy/paste is a way to add new content (new handcrafted continents) without diluting the server's density, because the new handcrafted stuff would replace copied material. 3-way battles over 6 maps (continents) will happen *all the time* if the server-count relative to the playerbase is correctly calculated. The problem is, the only way to increase the server size after you've launched live servers is with merges. So it's better, IMO, to create dummy content by copy/pasting than releasing new content that requires merges or lockouts to retain the desired player density. |
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