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"There are 11 former, current, or propoased MMOs using UE3. MO has outlived one and is about to exceed another. (http://en.wikipedia.org/wiki/APB_(video_game) and http://en.wikipedia.org/wiki/Fury_(computer_game),respectively."
Reposted from http://www.mmorpg.com/discussion2.cfm/post/4109219#4109219 on Betel's behalf.
Early in the development of Mortal Online, Starvault was faced with the decision of developing there own engine or using one of several that are commercially available. The Unreal engine has been successfully used as an MMORPG platform http://en.wikipedia.org/wiki/Lineage_II http://en.wikipedia.org/wiki/Vanguard:_Saga_of_Heroes At the time of the decision Epic games was also developing the Atlas technology which "provides developers with a solid foundation on which to quickly and cost-effectively build, manage and operate MMOGs" capable of "seamless world streaming" http://www.epicgameschina.com/tech/tech-atlas_overview.html
Adopting UE3 helped with some parts of developing MO, but in some aspects makes SV dependent on Epic games when certain types of problems crop up. "It's left Star Vault spending too much time fixing their client, server, and engine issues and not devoting enough time to fleshing out the title itself -- a veritable "damned if you do, damned if you don't" scenario." to quote Seraphina Brennan. Using UE3 may not have been the best decision, but saying it was an inappropriate decision ignores what Epic claims about its own product.
Shoe788: To be fair, there aren't that many other Unreal Engine MMOs out there. Mainly because It's too much of a resource hog to develop on a large scale. Depends on what you mean by "there aren't that many". http://en.wikipedia.org/wiki/List_of_Unreal_Engine_games Lineage II,The Chronicles of Spellborn, Vanguard: Saga of Heroes, Crimecraft,DC Universe Online,Fury,Global Agenda, Mortal Online,TERA,The Agency, APB
TBA or died in development Blade & Soul, Ragnarok Online 2: The Gate of the World,Stargate Worlds,Huxley
Betel: Funny how every other developer using UE doesn't have MO's problems. APB is a legitimate example/counterpoint. At least one of APB's problems has been an alleged problem in MO and stems directly from UE3 (aimbots). As to the how APB's movement and combat problems http://massively.joystiq.com/2010/07/13/apb-to-overhaul-driving-and-combat/ relates to problems using the underlying engine and whether it is analogous to MO's movement and combat problems, I honestly don't know (and unless you looked at the code, I doubt you know either) I participated in the DCUO beta, so i know that movement and combat can be made to work smoothly in UE3, but I don't what it takes to do that finetuning. Regardless, saying that every other developer using UE doesn't have problems similar to MO is not true.
While there are several other MMOs that use UE3, MO is the only one (AFAIK) that tries does not use any instances. Using Atlas to try to do that may relate to some of the problems they have with the engine, but again, I honestly don't know.
Starvault is dependent on Epic for support of the Unreal engine. When Henrick states they are waiting for an update from Epic it is just a statement, not necessarily "blaming". That being said, Henrick's latest response had a change in tone that I would have to say makes "blaming" a fair characterization of his statement (this time) "Not much for us to do there but being somewhat angry and trying to make our own solutions."
P.S. @ betel Sorry if I have offended, but discussion of the Unreal engine was getting to be an extended tangent on Slapshot's description of his experience. Really there are 4 responses to a tangent, each with it's own problems 1) ignore-sometime appropriate but does mean that every POV gets heard except your own 2) respond- may derail the thread further 3) redirect- a relevent place to redirect to may require a new thread or necro ing an old thread 4) report- can have a chilling effect on free and open dialogue if used too often. By keeping my response concise and mentioning that it was a tangent I thought it was a reasonable combination of 2 & 3. Because of your objections, I've shifted to purely option 3.
P.P.S. Were you trying to imply that I'm someone else? On the MOFO boards I am Lonicera
Comments
I think I understand his confusion since that Lonicera account hadn't posted on the Mortal forums in 2.5 months until a day or two ago... so it seemed as though you either retired the account or came back for the free trial, but that's irrelevant:
Henrick has been pointing fingers for years (literally at this point). What matters is that the product HE is selling is deficient. Some of that be due to 3rd party vendors such as Epic Games. As a current (non paying) player I couldn't care less. Most trial members won't be any more or less likely to purchase the game if the issues are cause in some way by Epic Games, Starvault or the Boogieman.
It's simply a fingerpointing excersize that focuses on avoiding blame. I gave a perfect analogy in another thread:
A weekend ago I went to see a movie and the theater lost power. They came out, apologized and gave us refunds.
What Starvault would have done was made an announcement(after several hours) that the powercompany had an issue and there was nothing they could do about it. To be sure they were calling the power company but since the powercompany had other customers there was not much they could do. They hoped to have the power fixed on Monday.
See, as the customer.. it didn't make a difference that "It was the power company's fault". All I cared about what that there was a problem.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
I respect your opinion but it is in the minority. Simply take a look the the official forums. Folks have had enough. They no longer CARE who's fault it is... they just want it fixed.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
I respect your OPINION but we already been told who fault it is,...its not like theres arguement on who fault it is, we know who is at fault,now we just waiting for it to be fixed, and because mo is a great mmo even with its ploblems we having withdrawal symptons :P
And plus its very likely we are going to get recompensated once they fix the ploblems just like they given us free time in the past when a major ploblem has arisen.
Hey I feel famous...
In your list of games developed using UE3. Which ones aren't complete failures or dying slow deaths?
To think that the engine is completely independent of that is being ignorant.
Also consider the fact that most of those games are heavily instanced. Showing that, indeed, the unreal engine is atypical for MMOs.
yeah makes you wonder about the big hurdles sv have, like damn UE3 and no instances with this altas thats supposed to make it possible.
Its not surpising that the server and stability has a hic up, but ue3 is great thats for sure, and they even got speedtree in now and that got removed because it was 2 heavy on the server, yet they solved that, and we got high res textures aswell, and not to mention flash support now.....its getting there, the only real ploblem is that damn network solution, but i guess sv are like the test rats and im surpised the game has come so far since closed beta, like damn, if it was instanced, they would not have ploblems but then who wants to play a instanced sandbox and i would prefer to use a engine then develop one for like 10 years (darkfall) like damn darkfall is not really sandboxy anymore but its ok for pvp and stuff but mo had like 3 years development and its getting some progress, over the last six months, at least teleporting mobs and people are gone, now we just the delay and the load because of all the hitboxes and stuff, which they fix they can get to a level that is good still by tweaking etc but if that doesnt work, we might get less hitboxes and local server (EU.NA) but thats like last option and they said they keep trying to get it better, which is fine by me, since its not like MO released GOLD, it delayed for like a year and its a work in progess development, type of paid beta which is fine by me, because i want to see the game develop into something great because great things take time because sv are a niche company and they don't have the funds or backing to stay in development for years until game is green to go while staying indepedent.
Angel10 I agree with you. MO is a work in progress. No one can deny it is between and Alpha-Beta state. Then why should people pay a premium price. I would have no problem coming back to the game if it was $4.99. Especially with new games coming out with more polish and more systems that actualy work. How can SV even justify the box rate or the $15 a month.
Me being from one of the used to be biggest alliances on the server, and almost all of them quitting enmasse. I think I have some experience on the issue. A couple of us have come back for the free trial to see if anything has changed. Sadly it is no. We all wanted it to work. But now we are all in Darkfall, Perpetuum, EVE, Xsyon and Rift.
Henrik has made tons and tons of excuses. He promised us gold and gave us pyrite. He came into our vent many times and said this is coming, this is coming. And none of it did. We were stuck in a game for almost a year with them trying to figure out what speed a horse should be, a human should run at, how high should someone jump, prediction system, etc, etc. These are core features that should of been ironed out before the game even saw the light of release day.
Please please do not come back with. "well it is an small indie team" I really do not care they are offering a product to the world. If they could not handle it. Then they should not be doing it. The "small indie team" is an excuse. It has been all of beta and now 9 months of release and they are still tweaking CORE features not new content. I want all this content Henrik told us in vent they have just waiting to go in. That was the biggest lie of all. We all realized "in my allaince" that they do not have any truck load of content ready to go. We are the fools paying for an alpha game to be deved on the go.
We said no more.
They are always going to have problems with the engine, just like every other Unreal MMO.
If it's not technical problems, then it's going to be marketing problems. Running a persistent world in unreal takes a good computer, even a specific computer in MO's case, as can be seen from reading the support forums.
The game is already catering to an extremely small crowd, only to be made smaller through the ridiculous system requirements. It's obvious that it hasn't turned out profitable for them.
FYI, DCUO--which uses UE3--runs like a dream on my 4 year old laptop. Yes, it has instances, but it also has huge, beautiful city zones with a ton of architecture, fluid combat with hordes of mobs, tons of particle effects, tc.. It runs so well, while still looking good, that it makes me wonder wtf other game companies are doing...
~Ripper
Of course there is. I guarantee you that if you ask Epic Games they will have a slightly different take on the matter.
You know what's funny? I just looked through the year end report. I saw no mention of any refund or reduced fees from Epic Games. One would expect that if their product was the cause of so many issues and they didn't deliver what they were contractually obliged to do... that SV would have received some compensation (similar to how players receive extra days). So either they did not receive that compensation or they did but for some reason left it off their report. Say yeah, you have Henrick SAYING everything is Epic's fault, but I don't see anything supporting that contention.
Bottom line though.. it really doesn't matter. SV is selling the product to you. It makes no difference if it's Sebastian's fault (SV programmer) or Epics, or the Boogieman. Simply read the threads on the official forums. Much of that has nothing to do with "withdrawal symptoms" but rather as Vlad says:
I mean are you trying to fail? iam not trolling iam seriously asking the fucking Question. Because from where we are looking thats the only conclusion that makes sense to us.
So yeah.. are their issues with UE/Atlas for MMOs? Quite possibly! Does it matter who's "fault" it is? In the end, no... not for most folks.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
well I guess my experince outranks yours by far since I took part in creating one of those alliances which is currently the biggest one ingame and now currently in another major power known as wessex.
excuses? how? a ploblem is a ploblem, you can't really call it a a excuse when they are trying their best and its not like they done something wrong in the first place.
about paying a premium price, the game uses the unreal engine 3 and it the same price pretty much as darkfall was, which has its own studio and paid employees, sv is a business, and I bought AAA games from well known companies which are more bugged out then MO so its not like MO is a just a special case, they got a mmo that uses speedtree/unreal engine and paid employees with its own studio, im sure thats expensive, and its not like they are working in a basement like perp devs or just 2 guys such as the xyson dudes or even dawntide and gnostina, which developments are so slow and also rift is a "hype" game which is using a improved formula and been heavly advertised which has caused hype and sold like 1 million copies which can't even be put in the same box as xyson,darkfall and perp since the game isnt even in the sandbox genre.
Also this is kinda irrevleant but nice first post, I see you just signed up, welcome to
Um I am not sure I was trying to get into a ranking contest. And all the gmaes I mentioned I was just mentiong because thats where everyone left.
But I do remember your guild it fell apart and you quit the game for a while. And during that time we were building an empire in a game that has no tools for empire building.
I understand what licenses they have to pay for. My problem is so what. It is a "work in progress" a "beta at best". Why should we foot the bill when the game is a placeholder?
you are misinformed about the broken up part, the black sect and the rangers of the north are the 2 guilds that was born from GD, I quit MO due to some cirumstances that involved my real life and I have not told you who i am or even what guild i was, im quite suprised that you know who i am, obviously this might be a alt account since it was just made today but thats irrevelant right.
so yeah theres the black sect which is one of the 4 guilds in the game which has only killed the greater kimiru (thats a acheivement right there) and also i was offered a placement on the council but I obviously turned it down since I decided to take a different path.
GD is also still around, because it was mainly a group of us from other games with 3 leaders but the other 2 experinced ploblems so i was the sole leader left in charge.
The other 2 leaders are currently leading GD in xyson at the moment, its just mo that the name GD is gone since no leader is currently leading it and the "council" formed the black sect, while "duffo and amethys" (which was my 2 closest) and also quite famous people in mo "since they made the quest of the minotuar videos and quest of kranesh" went on to form a small guild known as the rangers of the north which are currently a merc guild for the KBI kingdom, which I am a part of.
I do not have the time to be leading guilds anymore, as mo is now just a hobby in my spare time as there is not enough time for me to play games anymore.
and about your last question, its already been answerd and I am hoping that you can answer that question yourself since peopls reasoning for paying can differ.
most of the stuff you just made up and speculating and your just claiming this and that, I think you are abit biased towards SV.
Which parts did I make up? Please give details or we can only assume you just made that up
Look.. the bottom line is that they sold enough copies of the game to have turned a profit (remember how their balance sheet looked early 2010?). The vast majority of those who bought the game no longer subscribe. Thus, they are now hemoraging cash and need to try and sell more stock to catch up to debt and then hope for more subs.
So, most folks DON'T CARE if it was SV's fault, Epics fault or the boogiemans fault. They just care that the product doesn;t deliver. Some people are happy with the product and continue paying for it, but they are the clear minority of customers.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
This whole post is misleading.
It's not the point that Unreal Engine games don't do well because it's hard to program for -- it's because *ALL* games do poorly. The success rate for a game is very, very slim unless you're an established entity like Blizzard. Nowadays the rate of success is so low it's ridiculous. I'm in town for the GDC in San Francisco right now (my wife's family is from the Bay Area) and walking around listening to the conference notes, I can't help but think how many of these developers won't be here next year.
When you link articles related to Unreal Engine 2, your argument starts to lose any strength it may have had. When you talk about MMOs using Unreal Engine, your list only has two games with an Unreal3 engine; one of which is not buggy at ALL (Global Agenda) and one of which that isn't released yet (Tera). The others are on an entirely different engine. Oh, and Huxley wasn't an MMO. And it wasn't that buggy either. It just wasn't much fun.
As for the point about MO not using instances... it does. It has hard server lines that translate into different instances of the game world. Games as far back as Shadowbane have done this, using the "magic bubble" to load objects that are in your bubble only, and other objects are not sent to the client. It's nothing new to have this type of design. Additionally, it's already been shown that MO can't support any number of users at the same time, so it's really not a design point I'd make as a focal point of your argument to counter somebody else against APB. Is APB instanced? Sure it is; but it also isn't buggy, and has almost as much 'free roam' ability as the map in MO. The problem with APB is of course, there's no anti hack detection and tracking, and since UE3 has lots of modding ability it's also got a lot of hacking ability. Those hacks translate over to MO, APB and others, and if they don't take the steps to combat it properly, then they are going to have issues. APB didn't have movement "issues", the players just didn't like the way things in combat worked, the way driving worked, and overall balance issues. That's what the post is talking about that you linked, and again -- the game actually did work. It just wasn't a hell of a lot of fun.
Understand something about development tools, especially engines like this... they all come attached with SLAs (service level agreements). That means that if there's a game breaking issue on the side of the engine, then Epic is committed to fixing it day or night, weekend or weekday. Additionally, it's already been PROVEN that the Unreal engine can be implemented in a non buggy fashion, whether you look at Global Agenda, or APB, or Gears of War. The engine isn't the issue, or at least -- not the core issue. When you have crashes in MO that spit out Swedish instead of English, you are not dealing with real programmers. That's a *global* standard, and whether I hire programmers in India, or Israel, or China, I expect them to write code in English and comments in English, as well as error logging in ENGLISH. Sebastian has no formal training of object oriented coding, he's thrown together a few Unreal mods and become the lead programmer for a project that needs optimization on the end of how it's laid out from top to bottom. The game isn't fixable in any reasonable amount of time, and that has little to do with the engine, and more to do with the capacity of SV.
If Epic released tools that didn't work, they wouldn't be in business. It's that simple. Granted, I have heard Unreal isn't an easy development environment to work in, but that's part of the risk you take when you start an indy gaming company, and the choices you need to make. That's why John Carmack is making ID Tech 5's most important feature the ease of use in development. I think he'll get a lot of new customers like that, not to mention force Epic to put out friendlier developer tools. But making them unfriendly doesn't make them NOT WORK, and as I said there are plenty of examples of working games using Epic's tools without being buggy... it's all the OTHER things that doom those games, like balance, fun factor, long term design, and funding. But to make a correleation between the engine being bad and the games failing is intellectually dishonest at best, and a lie at worst.
Damnit Campana, you should know better than that mass block quote for one line of text!
(Guessing you are Campana, could be wrong )
Just fyi, APB is not dead, but about to re-launch.
oh yeah, this time APB will totally not fail.
All unwarrented negativity aside (for a change), are you saying that if SV announced that MO had to "re-launch", you wouldn't say MO was dead?
Well, I would not say that MO is dead at all, to begin with. For me, a game "dies" when support and development of it stops, which have yet not happened. I don't know how well APB will do this time, but I would not see it as dead, considering it is currently being developed and reporting strong beta participant numbers.
But to answer your question, considering SVs experince and funds, if they declared they had to shut down MO in order to re-launch, I would consider the game dead til proven otherwise (to see new beta or the like).