And what happens to this game if 1000 people turn into 30?
To everyone responding about how 1000+ battles isn't interesting, etc., I'd like you to focus on a different point - the idea with supporting 1000+ at playable framerates is less that "1000+ battles are so cool!" and more that this is a good idea so that no battle turns into a lagfest, even for people with middle of road computer specs.
Edit: and if that's the case, then there can actually be battles of almost any size without having to throw tactics out the door because of the choppiness.
A BattleRoyale game is launching on SpatialOS soon that touts 400+ player battles that look good. I think that is going to put a bit of pressure on CSE to get their engine done and out there for people to see, and if not it should.
I don't see why that would put any pressure on CSE. Battleroyale is really a completely different genre than CU's RvR. Merely having several hundred players involved in a battle doesn't make a game a direct competitor to CU.
Well the competitor's BR games is supposed to be a "MMO" which this site misquoted and called it a MMORPG because as always they are unable to tell the difference.
If it really turns out to be more of a reincarnation of Planetside then it could be an able competitor.
I agree, except we don't know what kind of game that will be. AFAIK it might be a third person shooter (a reasonable assumption given how fashionable the genre seems to be lately). If it succeeds it is likely to put the nail on PS2's coffin.
Cu's population might register a hit in the sense that the players who are only interested in big scale conflict might look for something more focused on that part only. CU's charm for me is the realm pride part, big battles are just a means to an end. It remains to see how many of CU's backers are like me and how many are instead only interested in the large scale aspect of the game.
I don't think I've met many people who will play a game because of large scale battles in and of themselves, at least not MMORPG players.
Think of three realms battling over a treasure so powerful that it significantly benefits the entire realm that took it (like relics in DAoC): If the engine can't support battles with more than 100* people without slowing to a crawl, then A) there's more motivation for realms to "game" the tech failings (think of lag-casting in DAoC) in bigger battles to cheese-win the powerful-treasure and the highest stakes moments of the game will also be some of the most frustrating, confusing, quit-point-y moments when everyone and their uncle rushes to capture the treasure.
It's not that big battles are great by themselves, or that they'll happen all the time - it's that they allow for the larger scale that is woven throughout the design of this game. They're thinking about the scale, to the extent that (I'm like 90% certain) they're planning to make supply-lines and logistics a significant part of the game, and make resources worth fighting over, and have item decay and limited fast-travel, so big battles will be big investments for the groups involved.
The game is built heavily around realm pride. You only advance your character's growth by contributing to your realm's advancement ... not by grinding quests, enemies or mobs. This doesn't even have to include combat. So a solo player, a warband, an Order or a formed Battlegroup can decide to go do anything they want at the scale they are able to manage anywhere in the world and as long as it helps their realm become more powerful each player gains experience, perks and even bonus gear and wealth from their realm's King.
/snip
(my stuff follows:) Just responding to last sentence, I don't believe the game master/server/realm King will be giving out bonus gear (stuff you equip on your character), at least not anything beyond basic gear - this is because they want the economy to function based on what players take from the ground, make into stuff, and trade with each other. Almost exclusively AFAIK.
Nothing is written in stone yet. I relay what is actually mentioned by Mark. The realm King may be used as a mechanic to balance against being beaten back badly to a single realm starting land. The King may issue assistance from npcs through gear in order to help push back. How this is implemented exactly is yet to be determined. It may be more along the lines of raw materials but also could include actual gear or immediate assistance but few and far between.
The game is built heavily around realm pride. You only advance your character's growth by contributing to your realm's advancement ... not by grinding quests, enemies or mobs. This doesn't even have to include combat. So a solo player, a warband, an Order or a formed Battlegroup can decide to go do anything they want at the scale they are able to manage anywhere in the world and as long as it helps their realm become more powerful each player gains experience, perks and even bonus gear and wealth from their realm's King.
/snip
(my stuff follows:) Just responding to last sentence, I don't believe the game master/server/realm King will be giving out bonus gear (stuff you equip on your character), at least not anything beyond basic gear - this is because they want the economy to function based on what players take from the ground, make into stuff, and trade with each other. Almost exclusively AFAIK.
Nothing is written in stone yet. I relay what is actually mentioned by Mark. The realm King may be used as a mechanic to balance against being beaten back badly to a single realm starting land. The King may issue assistance from npcs through gear in order to help push back. How this is implemented exactly is yet to be determined. It may be more along the lines of raw materials but also could include actual gear or immediate assistance but few and far between.
Right, but the bonus gear is given to players by the king because their realm is underpowered, not just because they went out and fought for the realm.
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Edit: and if that's the case, then there can actually be battles of almost any size without having to throw tactics out the door because of the choppiness.
Think of three realms battling over a treasure so powerful that it significantly benefits the entire realm that took it (like relics in DAoC): If the engine can't support battles with more than 100* people without slowing to a crawl, then A) there's more motivation for realms to "game" the tech failings (think of lag-casting in DAoC) in bigger battles to cheese-win the powerful-treasure and the highest stakes moments of the game will also be some of the most frustrating, confusing, quit-point-y moments when everyone and their uncle rushes to capture the treasure.
It's not that big battles are great by themselves, or that they'll happen all the time - it's that they allow for the larger scale that is woven throughout the design of this game. They're thinking about the scale, to the extent that (I'm like 90% certain) they're planning to make supply-lines and logistics a significant part of the game, and make resources worth fighting over, and have item decay and limited fast-travel, so big battles will be big investments for the groups involved.
*(arbitrary number chosen to make the point)
You stay sassy!