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Profile: vjero
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Usernamevjero
Rank: 1/100Rank: 1/100Rank: 1/100Rank: 1/100Rank: 1/100
Real NameVjeran Ivicic
RankNovice Member
JoinedFebruary 25, 2005
GenderMale
Age31
LocationZagreb, Croatia
Last VisitOctober 14, 2008
Post Count3
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guild wars
eve online

 
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    • idea for a an eve/privateer mix comparation of the best
    • And yes.. one more thing..

      Wow - by my opinion has biggest unsharded multiplayer nodes - lets call it like that. In many cases it is completely overcrowded. well 10 millions of people play WoW. I think that they have much bigger challenges than CCP!  And probably far more advanced system architecture.

      Think, how often u will see mutliple players in groups in WoW and how often in Eve? I will tell you, that every time when people go to grouping that means - more processing. I think blizzard is no1 in this case. This is why eve missions are so dull. They can't handle it- they would need big changes to architecture and to hardware. And they would need much more experts in this area! (this is the hardest to find).

      I think sharding is "must have" after u get to a million of users. (not thinking about simple services like market, chat chanells and such that eve has. those are nothing 4 performance, just simple database). I guess Jumpgate will be very interesting.

      Eve certanly has best logic and economy system and it is most creative and virtual from anything else. But certanly not technicaly most advanced, i think!

    • Posted: 9/26/08 7:16 AM
      EVE Online
    • idea for a an eve/privateer mix comparation of the best
    • Yeah.. sorry mate. well.. i was writing it maybe to fast. I am programmer in my life and i do high performance websites. I agree with u.

      Well.. Let me correct myself. Eve server - it is really great! One node in eve server needs to do a lot of stuff (calculating velocity etc.). So node acts like a shard. Everything else like chat, market and such is same in most of games (this isn't an issue at all). I was reading an articl about eve and jumpgate evolution. Well when u do some game or project - biggest problem is money and time, and complexety. Well, best is to go with simple stuff and then go to the advanced. Usually developers choose to go to simplicity - but later they don't go to exanding existing system - they continue to use old backend.

      Gaming development today is splited to various components and system, so i guess one company will make physics engine, another 3d engine, other will do network engine, while game developers will connect componetns, do 3d art, do sound and scripting, and everything else that needs to be done.

      Network concepts of  future will going to be unsharded and that will become standard. I guess all future concepts will include excecution of some part of code or objects on another system like multi paralel processing. This concepts do allready exist.

      Eve online - well, it is probably biggest unsharded concept and probably the best example, but i am not so sure that this concept eve uses is able to do auto load balancing to multiple servers. Eve probably has some hyrid concept (like switch two servers for one node). Conclusion: it is possible to run peaces of code at multiple machine. BUT, hehe, there is one big problem that if u do such thing u will still need to have one single server process that will take care of math. In other words, u can share client server jobs to multiple - high availability servers, that will handle client communication and all other client-server communication, and that will connect to math process that will handle everything.

      In case of GW that had simple 8 max players missions (i guess 8, i forgot), comparing it with eve is stupid. Maybe i had expressed myself wrong.

      I don't know how much processor power this math server needs but i am sure that i would be able to do math for 1000 vs 1000! (if it does handle only math). Other servers (instances) would need to take care of client com.! By my current knowledge this is the only way to do something like that.

      Next: skills

      Well, eve has great skill system. Time limit is good for CCP, it keeps players sticket to screen (very unhealthy habit) but it does force players to specialize for something. At the end eve universe is something very unique. This is something that can't be judged. What happens in that universe is lets say very creative!

      GW and eve skills - well one thing is sure - u equip ship in station, same as u equip skills in GW. How do you equip ship (or skills in GW) will define strategy you will use. That is why i was comparing GW and eve. In Wow and sort like games, you take all skills with u in every moment. Maybe this "equip before u go" is better, while, in WoW you can play same way, only you can also use other skills (mana and not skills are limiting factor). All classic D&D do "equip before u go" style. By my opinion both eve and GW are very wast in different kind of skills, while WoW-like games don't.

      Well ok, hehe maybe my posts are lets say are just too early. maybe i need to play eve much more and to get into game much more. I started this only because i was lets say "supprised" with eve universe, and i know something about programming.

      Jumpgate evolution will use sharded system - and it looks that such an unsharded system is just to big stake for them. Jumpgate has many of feauters i wanned, and i hope it will be great game! Wouldn't say that it will be same as eve because eve is more point&click while JGE is more FPS.. But who knows!!

      Maybe future game designer will need to think as "board gamers", and not as FPS or soemthing like that.
       

      One things is sure:

      - area net (GW) - state of art and absolute beauty of missions and graphics! , one unsharded world and true big community doesn't exist! (some small part in multiplayer).

      - CCP - state of art space! (still there is a lot of space for improvements!!!) - missions are stupid and i think this could be done much better! well if eve would have GW like game loby where people could form an gang it would be much better! Same missions in every station (every agent) is just stupid solution.

    • Posted: 9/26/08 6:36 AM
      EVE Online
    • idea for a an eve/privateer mix comparation of the best
    • Hi.. i jsut started to play eve (i was playing it before) again and game is ..... lets say something really original. Purpose of this post is to talk with people about - next genere. Lets say sequel.

      Skill system: lets say eve skill system is something that is proven to work. By my opininon, only eve and guildwars had made skills to work! (can't wait GW2!!!! - i think they will become very close to perfection). There must be some connection to a real world and some limits. So lets say skill is  realy good for this game style - very similar to GW because u can use only what u equip. Both skill system operate in different environment.

      GW missions are something really close to perfection. Eve is perfection in human created worlds and interaction.

      Tech background:  well in eve, similar to GW, you have areas - systems, that are  used for load balancing.  CCP states that they are using "single server", but, in my opinion this is done long time ago and there could be new changes. Lets say new game. If u have millons of players there is no reason why not to buy new servers. Every eve player leaves leaves 100€ to CCP each year.

      I think problem is a system backbone that can be done in different way. It is too much related to single old layer - or star system. Today we have fast internet so there could be much more. In eve u have system - station areas, and NPC areas.

      I don't know abot other players opinions but i think eve (or next eve generation) could involve much more. First i think that game should involve joystick! U know privateer rocks! this gets u to subsystem targeting. Also collisions could be very cool! (asteroid fields, star bases and such).
       

      When u think of GW - it does have some story line  missions are absolutely beautifull - graphics is perfection... u know, this game has made a lot!

      Why is that? Well, it is because u have more complex "space". In eve - on the other hand, stations and space. Not so bad but still very small. Jump concept is cool but when u need to make 20 jumps it get pretty anoying. Mission can be very anoying too! (like my last - to collect damn dolls in asteroid field). U know, all that happens because of "space". It is very restriced. Just to add collision and such, to add move manevaurability and game would be much better!

      concept of jump gates was very good and technicaly neccesary but i think today there are other posibilities. Game could be done on 10 separated servers. Why not? Fact taht eve is only one is complete nonsence because all u can do i chat. Sorry, but WOW is much better in this case.
      Actually eve is far more "separated" then wow. I am sure that areas of space could be locked in case of overpopulating - like jump gates closed.

      Also, it would be great to have jumpgates for longer distances so u don't need to make so mcuh jumping and much more of dead space ( so there would be mostly dead space). I am sure that dead space can be made as - load on demand. Then you would need to pass some part while jumping (less then now) and some part by crossing dead space (ok it can also be connected by wrap gates)..

      Well in short this are some of my ideas and i would like to hear what do other player think. Maybe some other creative gamestyle could resolve those technical issues that are restrictive.

       

       

       

    • Posted: 9/18/08 8:24 AM
      EVE Online

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