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#11 (permalink) | ||
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Firor's Fury
Join Date: Jun 2006
Posts: 3,040
Reputation: 53
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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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Last edited by ASNZern; 08-27-2009 at 07:42 AM. |
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#12 (permalink) | |
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Pikachu's Flea Collar
Join Date: Oct 2008
Location: California
Posts: 50
Reputation: 10
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Scientia sapientiaque et veritas te liberabunt.
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#13 (permalink) |
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Samus' Girdle
Join Date: Oct 2006
Posts: 30
Reputation: 0
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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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#14 (permalink) | |
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Phantom's Freak
Join Date: Mar 2009
Posts: 2,508
Reputation: 87
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#16 (permalink) |
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Samus' Girdle
Join Date: Oct 2006
Posts: 30
Reputation: 0
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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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#17 (permalink) | |
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Firor's Fury
Join Date: Jun 2006
Posts: 3,040
Reputation: 53
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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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It's WNxPyrasia. Pleased to meet you.
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#19 (permalink) | ||||
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Power_Gamer_6's Pick
Join Date: Jun 2006
Location: Demacia
Posts: 2,379
Reputation: 40
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![]() Yeah, I was even like - ooh, Nanover looks unique! And then I was like, naw... Super Robot Wars. Quote:
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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). Quote:
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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