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Old 2012-08-11, 05:03 PM   [Ignore Me] #61
SurgeonX
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Re: SmedBlog: Seamless Continents/Naval Units


They've already mentioned that ForgeLight is extensible, and able to cope with future graphics advancements, so I'd definitely see it as a possibility from a tech perspective.

A giant, seemless world, with no loading screens?
That'd be absolutely amazing.
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Click here to go to the next VIP post in this thread.   Old 2012-08-11, 05:17 PM   [Ignore Me] #62
Smed
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Re: SmedBlog: Seamless Continents/Naval Units


this tech is possible with our Forgelight engine. It's just a lot of work. We're going to do this. May take a good while though

Smed
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Old 2012-08-11, 05:22 PM   [Ignore Me] #63
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Re: SmedBlog: Seamless Continents/Naval Units


Originally Posted by Smed View Post
this tech is possible with our Forgelight engine. It's just a lot of work. We're going to do this. May take a good while though

Smed
Being able to drive a ship across the sea with a load of guys, land on the beach, fight your way to a space launcher deep inland, launch to an orbital station, capture it, then drop pod back to somewhere on the planet to reinforce a fight would be the ultimate victory for MMOFPS. Thanks for seeing beyond ground based infantry combat!
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Old 2012-08-11, 05:22 PM   [Ignore Me] #64
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Re: SmedBlog: Seamless Continents/Naval Units


I'm just afraid that the oceans of PS2 will be the caves of PS1.

(For those that never played PS1, after initial interest wore off, the caves were rarely played in, as the benefits they offered the surface were minimal when compared to the time and effort needed to capture the caves. That manpower was usually better invested on the surface.)

Seamless continents would be cool though. At least it would significantly expand PS2's bragging rights regarding map size.
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Old 2012-08-11, 05:29 PM   [Ignore Me] #65
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Re: SmedBlog: Seamless Continents/Naval Units


I would rather have every map border to be a warpgate, so we actually load other continents by crossing the certain line and staying there for a certain period of time instead of making it seamless.

I think having 3 seamless continents may result in extreme stress for server/client.

EDIT: Extreme Stress for Server/Client means more unnecessary glitches, bugs and CTDs, while noby minds the absence of it. In fact it will, in my opinion, become hated if there's any problems (that are destined to be, there's no other way) with it after implementation.


TL;DR, no need for seamless stuff, we're not THAT persistance-twisted.
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Old 2012-08-11, 05:31 PM   [Ignore Me] #66
super pretendo
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Re: SmedBlog: Seamless Continents/Naval Units


Originally Posted by Smed View Post
this tech is possible with our Forgelight engine. It's just a lot of work. We're going to do this. May take a good while though

Smed
Cool, I thought as much.

I love how these smug people in this thread for some reason assumed it wasn't possible
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Old 2012-08-11, 05:44 PM   [Ignore Me] #67
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Re: SmedBlog: Seamless Continents/Naval Units


Originally Posted by Atheosim View Post
Yep, right now we simply don't have the hardware for that type of thing, but in 5-6 years? Quite likely. I look forward to it.
in about 5-6 years we dont have desktop pc's anymore.

u just buy a box the size of 2 inches and everything put in their.

buildt in screen ofcourse that pops out of the 2 inched box.
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Old 2012-08-11, 05:52 PM   [Ignore Me] #68
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Re: SmedBlog: Seamless Continents/Naval Units


Originally Posted by Smed View Post
this tech is possible with our Forgelight engine. It's just a lot of work. We're going to do this. May take a good while though

Smed
See, told ya'll!
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Old 2012-08-11, 06:03 PM   [Ignore Me] #69
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Re: SmedBlog: Seamless Continents/Naval Units


If they can do it, sure. IF they can do it and people can play on it...
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Old 2012-08-11, 06:04 PM   [Ignore Me] #70
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Re: SmedBlog: Seamless Continents/Naval Units


Originally Posted by Smed View Post
this tech is possible with our Forgelight engine. It's just a lot of work. We're going to do this. May take a good while though

Smed
really hope for a few things to keep in mind since you and the team plan on doing this, which im all for.
A- sea bases/capture points/islands generously dispersed through the ocean/seas to keep the game play action oriented rather than sail around for ages not finding anyone.
B- actual boats of some sort, which i sort of discussed in a previous post.
C- more players, lots more players. if you are combining the world, you would need the 2k players from each continent + any new continents + all the ocean space, otherwise the game will get boring as no one will be able to find anyone and will be much like conquest in BF3 on consoles.
D- the server/client actually being able to support all these players, because after more continents are added, we are talking around 12k players at least
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Old 2012-08-11, 06:08 PM   [Ignore Me] #71
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Re: SmedBlog: Seamless Continents/Naval Units


Originally Posted by Duskguy View Post
B- actual boats of some sort, which i sort of discussed in a previous post.
C- more players, lots more players. if you are combining the world, you would need the 2k players from each continent + any new continents + all the ocean space, otherwise the game will get boring as no one will be able to find anyone and will be much like conquest in BF3 on consoles.
Obviously, the more playable territory there is, the more players will be needed, and that DOES mean server merges - no way around it.

But, I don't think all the continents are going to be packed to the gills with 2000. Let's say that there comes a time when there are 6 continents with a maximum of 2000 each, and the ocean around and between can hold another 3000. That is technically 15000, but I have a feeling such a server would actually be capped at 10000 so that there won't be combat going on in every hex of every continent and every ocean hex at the same time.
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Old 2012-08-11, 06:12 PM   [Ignore Me] #72
Blackwolf
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Re: SmedBlog: Seamless Continents/Naval Units


Originally Posted by Duskguy View Post
really hope for a few things to keep in mind since you and the team plan on doing this, which im all for.
A- sea bases/capture points/islands generously dispersed through the ocean/seas to keep the game play action oriented rather than sail around for ages not finding anyone.
B- actual boats of some sort, which i sort of discussed in a previous post.
C- more players, lots more players. if you are combining the world, you would need the 2k players from each continent + any new continents + all the ocean space, otherwise the game will get boring as no one will be able to find anyone and will be much like conquest in BF3 on consoles.
D- the server/client actually being able to support all these players, because after more continents are added, we are talking around 12k players at least
A - Naval conflict would probably occur as an accident. You wouldn't launch a ship or an entire fleet with the sole purpose of looking for a fight on the high seas. You'd launch your fleet with an intended goal and destination. Travel between point A and B would leave you open for attack if someone got wind of your fleet and intercepted it. It might be boring for the most part if you are the scout air craft meant to keep an eye out for the fleet, until you find one and call for reinforcements.

I just plain agree with B - D.
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Old 2012-08-11, 06:13 PM   [Ignore Me] #73
Toppopia
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Re: SmedBlog: Seamless Continents/Naval Units


I don't want to buy a new computer though
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Old 2012-08-11, 06:15 PM   [Ignore Me] #74
Blackwolf
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Re: SmedBlog: Seamless Continents/Naval Units


Originally Posted by Toppopia View Post
I don't want to buy a new computer though
Why would you have to? The concept isn't even all that new. Plenty of games have massive areas that are seamless. SWG and DAoC use the same technique that I'm betting PS2 would use for this.
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Old 2012-08-11, 06:16 PM   [Ignore Me] #75
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Re: SmedBlog: Seamless Continents/Naval Units


Originally Posted by Smed View Post
this tech is possible with our Forgelight engine. It's just a lot of work. We're going to do this. May take a good while though

Smed
Smedlonius, we both know that Air Cruisers are the way to go for a naval expansion.
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