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Old 08-26-2009, 06:34 AM   #11 (permalink)
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Originally Posted by Mime Taxidermy View Post
Room based, but it's a pretty long map, and you have like 8 people on the team.
Bunch of monsters, bunch of people in the lobby, etc.

Well, as they say, room-based is not real MMO. There's no real persistence world. Lobby isn't hard, all data to transfer are just text, mostly I think. Long map or short map, again, is the same. Information of the map is most likely always stored on the client's side.

Playing real MMO with slow internet speed, that's the problem. Auto attack solves that because the data to be transferred are simply 'autoattack on or off' and what's the dmg for each blow (in some games you don't see other players' dmg either), and check for skill usage and its damage.

Dunno much about the details, rly. But for certain autoattacks fixes the low spd net problem. We need the world to catch up to the technology first, before more games start using real-time combat, or w/e it should be called.



..............My site? thanks.
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I will pay a month for you if its P2P. (Ragnarok Online 2) Quote me. LINK

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Old 08-27-2009, 03:14 AM   #12 (permalink)
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Lobby isn't hard, all data to transfer are just text, mostly I think.
There's a lot more than text transfer.
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Old 08-29-2009, 06:46 AM   #13 (permalink)
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Hmm... I've been thinking...

Why don't companies just take a business risk at first and say to hell with people with slow connections and do something unique like this with the gameplay? If it doesn't work, there's too much lag, or there aren't enough people playing (because of the 1st two reasons), go with auto-attack.

I'm pretty sure that's what C9 is doing and it works pretty damn good. I get the feeling this game might set the standard for a lot of future action-oriented MMOs.
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Old 08-29-2009, 09:05 PM   #14 (permalink)
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Hmm... I've been thinking...

Why don't companies just take a business risk at first and say to hell with people with slow connections and do something unique like this with the gameplay? If it doesn't work, there's too much lag, or there aren't enough people playing (because of the 1st two reasons), go with auto-attack.
I agree, most people with slow internet connections don't have any interest in playing MMOs.
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Old 08-31-2009, 09:53 PM   #15 (permalink)
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I knew many 56k who played SRO, and lots more on WoW...
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I will pay a month for you if its P2P. (Ragnarok Online 2) Quote me. LINK
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Old 09-03-2009, 03:59 AM   #16 (permalink)
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Well, those are fairly dated games and were started at around the time that a lot of people were still on 56k's and other slow connections, and also, if I'm not mistaken, both of those games have always used an auto-attack combat system, so besides player population and other minor things, connection shouldn't have really been an issue for those games.
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Old 09-03-2009, 05:27 AM   #17 (permalink)
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Exactly. So for MMO that uses real time combat, your players will most likely be only those with fast internet, and possibly fast computer. While the majority will still play auto attack MMO.
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I will pay a month for you if its P2P. (Ragnarok Online 2) Quote me. LINK
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Old 09-27-2009, 12:54 PM   #18 (permalink)
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People saying that we cant do it because technology.


There was a game called Planetside.

Freelancer Online with Mods did it too.
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Old 09-30-2009, 11:53 PM   #19 (permalink)
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Originally Posted by LegendaryXM90 View Post
but then you find out it's the same genericness all over again.


Yeah, I was even like - ooh, Nanover looks unique! And then I was like, naw... Super Robot Wars.

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Hmmmm. Can't say I'm interested in spamming my fingers off to kill a single mob.
No. This is the beauty of GW and Hyperbol. Twitch (self-automated APM-boosting user-responses) should play a role in RPGs. That is why games like Dissidia and SSBM beat games where you cannot gain an advantage through timing and keyboard-memorization, and finger-positioning (simple example: playing any PC versions of DDR using 2, 3, or 4 fingers).

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All of the freaking skill involved in these games are how quickly (or slowly if you prefer) you can get to a high level, how quickly you can enchant/slot/enhance/slap a gem on your equipment, and then how many 12093812509 hotkey skills you can spam. You win! Not really.
What? Spamming skills is totally awesome! I dislike cast-lag, but everything should have cooldown.

In Hyperbol there is no wait between using skills, but if you fire everything at once, then one well-timed disruptor and your entire barrage is deflected (or perhaps negated by a black hole).

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Speaking of cartoony MMOs, they are, in fact, the MAJORITY of games that have real time combat. However, these games ... just plain appeal to a generally young or young-at-heart audience or people with a soft heart for big eyes, high voices, little short characters, and flowery graphics. For example, games like Lunia, Maplestory, GhostX, Mabinogi, the list goes on. But who really wants their buddies walking in on them playing one of those? Not I, I say.
Yuck.
I suggest Mabinogi 2.

I personally much prefer Lunia, Maple Story, Grand Chase, Rumble Fighter, and Survival Project! It tooks years for those games to get translated, and I am still a fan of (the Korean - not the English) Nexon games.
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Old 10-02-2009, 04:56 PM   #20 (permalink)
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Our game has it. As for how it'll perform under mass player loads, dunno yet. I'm pretty confident though.
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