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In today's update we can see screenshots of bots casting tons of magical spells and also concept art of stormwatch towers. In CU a high concentration of magic may trigger a Veilstorm. Stormwatch towers will be used, I guess, to watch for incoming storms.
I can't wait till they start refining and getting a bit more permanent particle effects for spells. I'm definitely enjoying the direction of the architecture.
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
DAoC was my first mmo. My first love I suppose you could say. I remember my Thane and miss him . Can't wait to see what this mmo becomes.
DAoC was my second MMO, after EQ. It was the only MMO in which I've really enjoyed PvP. I loved my Midgard hunter and skald. I especially liked popping clothies out of stealth with the hunter. Cheap and dirty but oh-so-fun.
Sooooooooo, it took 18 months to get some bots into the game? I believe they had bots before the KS concluded. Color me unimpressed. Glad to see that some aren't wasting their cynicism here, though
Sooooooooo, it took 18 months to get some bots into the game? I believe they had bots before the KS concluded. Color me unimpressed. Glad to see that some aren't wasting their cynicism here, though
I agree that using bots isn't impressive in itself. What I find amazing is that the engine and server tech are performing exceptionally well even with all the stuff they've been adding (biome with dense forests, HDR/PBR, huge draw distance, hundreds of bots and players, projectiles, new VFX, new animations, server-side physics, etc.).
There are only a very few game engines that can support hundreds of players in a small area with decent performances (Forgelight, Spenefett, Unigine maybe), so I consider it a feat already, plus the fact that Unchained was developed by a small studio and on a tiny budget.
When CSE will release a gameplay video showing all what they've been accomplishing in the last year it's going to be easier to be impressed than simply looking at a few screenshots. =P
MarkJacobsCEO City State EntertainmentMemberRarePosts: 649
In today's update we can see screenshots of bots casting tons of magical spells and also concept art of stormwatch towers. In CU a high concentration of magic may trigger a Veilstorm. Stormwatch towers will be used, I guess, to watch for incoming storms.
Correct. That is why the Stormwatch towers were first built. They will also serve a function in the released game.
I can't wait till they start refining and getting a bit more permanent particle effects for spells. I'm definitely enjoying the direction of the architecture.
We're getting very close to that point. The new & improved VFX system is being put through its paces in the Big Bot tests and we have more improvements and tweaks going in after that. Once that happens, it will be basically Beta 1 ready and Mike can really start having fun with it.
DAoC was my first mmo. My first love I suppose you could say. I remember my Thane and miss him . Can't wait to see what this mmo becomes.
DAoC was my second MMO, after EQ. It was the only MMO in which I've really enjoyed PvP. I loved my Midgard hunter and skald. I especially liked popping clothies out of stealth with the hunter. Cheap and dirty but oh-so-fun.
Sooooooooo, it took 18 months to get some bots into the game? I believe they had bots before the KS concluded. Color me unimpressed. Glad to see that some aren't wasting their cynicism here, though
Actually, that's not true. What we showed at the Kickstarter, and we were very clear about that, was the ability to render a lot of NPCs on the client side, we did not call them BOTs and they were not networked. BOTs, on the other hand, are remote, fully networked and autonomous PC clients. There is no game in the world that has shown that they can handle 2K PC players in a small space. The closest was SOE with the Planetside games' engine but even then, they weren't doing server-side physics (like we are) and they topped out at 1,158 (http://www.pcgamer.com/planetside-2-breaks-world-record-for-most-players-in-an-fps-battle/). So, since we had a test last week, with Backers, that went well above that number, I consider it pretty impressive for an Alpha engine. OTOH, your mileage may vary.
Sooooooooo, it took 18 months to get some bots into the game? I believe they had bots before the KS concluded. Color me unimpressed. Glad to see that some aren't wasting their cynicism here, though
I agree that using bots isn't impressive in itself. What I find amazing is that the engine and server tech are performing exceptionally well even with all the stuff they've been adding (biome with dense forests, HDR/PBR, huge draw distance, hundreds of bots and players, projectiles, new VFX, new animations, server-side physics, etc.).
There are only a very few game engines that can support hundreds of players in a small area with decent performances (Forgelight, Spenefett, Unigine maybe), so I consider it a feat already, plus the fact that Unchained was developed by a small studio and on a tiny budget.
When CSE will release a gameplay video showing all what they've been accomplishing in the last year it's going to be easier to be impressed than simply looking at a few screenshots. =P
Thanks, and you are correct. While I don't expect we'll be the only team to do this in the near future, we are certainly already, at least engine-wise, at another level of performance on both the client and server from where we were last year. This is especially true when you factor in the new animation system (which has a few quite interesting elements) and the improved VFX system.
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Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
DAoC was my second MMO, after EQ. It was the only MMO in which I've really enjoyed PvP. I loved my Midgard hunter and skald. I especially liked popping clothies out of stealth with the hunter. Cheap and dirty but oh-so-fun.
Crazkanuk
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There are only a very few game engines that can support hundreds of players in a small area with decent performances (Forgelight, Spenefett, Unigine maybe), so I consider it a feat already, plus the fact that Unchained was developed by a small studio and on a tiny budget.
When CSE will release a gameplay video showing all what they've been accomplishing in the last year it's going to be easier to be impressed than simply looking at a few screenshots. =P
We're getting very close to that point. The new & improved VFX system is being put through its paces in the Big Bot tests and we have more improvements and tweaks going in after that. Once that happens, it will be basically Beta 1 ready and Mike can really start having fun with it.
Hopefully, tomorrow afternoon. We ran a late internal BB test a couple of hours ago and everything is looking good.
Thanks, me too!
Actually, that's not true. What we showed at the Kickstarter, and we were very clear about that, was the ability to render a lot of NPCs on the client side, we did not call them BOTs and they were not networked. BOTs, on the other hand, are remote, fully networked and autonomous PC clients. There is no game in the world that has shown that they can handle 2K PC players in a small space. The closest was SOE with the Planetside games' engine but even then, they weren't doing server-side physics (like we are) and they topped out at 1,158 (http://www.pcgamer.com/planetside-2-breaks-world-record-for-most-players-in-an-fps-battle/). So, since we had a test last week, with Backers, that went well above that number, I consider it pretty impressive for an Alpha engine. OTOH, your mileage may vary.
Thanks, and you are correct. While I don't expect we'll be the only team to do this in the near future, we are certainly already, at least engine-wise, at another level of performance on both the client and server from where we were last year. This is especially true when you factor in the new animation system (which has a few quite interesting elements) and the improved VFX system.
Mark Jacobs
CEO, City State Entertainment