[Discussion] Conquer Offline | Singleplayer / Coop

03/02/2014 11:42 Y u k i#1
I´ve been thinkin about that for the past two years...

Creating a server including a storyline and everything a RPG would need for singleplayer or local / internet coop for 4 or so players.

Why the cap? Well, first off: the story would be played more easily by a limited player number.

For a much more advanced mob ai for example a server would have to calculate too much if there are a ton of players online.


Thoughts? [This has nothing to do with crystal seven, i just couldnt implement everything I liked to because of the ressource requirements (pathfinding for bots across multiple maps for example)]
03/02/2014 12:31 _DreadNought_#2
Quote:
Originally Posted by Y u k i View Post
I´ve been thinkin about that for the past two years...

Creating a server including a storyline and everything a RPG would need for singleplayer or local / internet coop for 4 or so players.

Why the cap? Well, first off: the story would be played more easily by a limited player number.

For a much more advanced mob ai for example a server would have to calculate too much if there are a ton of players online.


Thoughts? [This has nothing to do with crystal seven, i just couldnt implement everything I liked to because of the ressource requirements (pathfinding for bots across multiple maps for example)]
I mean, I don't see mob ai as being an acceptable excuse to warrant this. any decent source should be able to hold a 'ton' of players with still a pretty damn low cpu/memory usage and plenty of room for more advanced mob ais

Otherwise, I did like the idea.
03/02/2014 13:12 Y u k i#3
Quote:
Originally Posted by _DreadNought_ View Post
I mean, I don't see mob ai as being an acceptable excuse to warrant this. any decent source should be able to hold a 'ton' of players with still a pretty damn low cpu/memory usage and plenty of room for more advanced mob ais

Otherwise, I did like the idea.
By all means, that wasnt a excouse. Its a fact. Have you ever seen a MMORPG with propper AI?
03/02/2014 15:50 CptSky#4
Already thought of doing an offline part. It could be interesting. For the AI ? Well, most MMO don't need a big AI system. It's not a scaling problem.
03/02/2014 17:48 GRASSHOPPA#5
i don't think this offline version should have issues with wayyy more than 4 people online lol

i actually was working on one of these way back before lotf was all popular and one big thing i wish i could've made was an interactive co-op system(lobby) so that people could join each other and help out etc more easily
i quickly realized that this is basically instancing so i turned my attention toward dungeoning etc which i would recommend you have in C7 and ignore an offline server =P
03/02/2014 18:15 Y u k i#6
Quote:
Originally Posted by GRASSHOPPA View Post
i don't think this offline version should have issues with wayyy more than 4 people online lol

i actually was working on one of these way back before lotf was all popular and one big thing i wish i could've made was an interactive co-op system(lobby) so that people could join each other and help out etc more easily
i quickly realized that this is basically instancing so i turned my attention toward dungeoning etc which i would recommend you have in C7 and ignore an offline server =P
We have dungeons / instances already coded :3
03/02/2014 19:27 GRASSHOPPA#7
boom!
create a basic lobby system then call it good!
oh and *cough* open the alphaaa!
03/02/2014 19:41 Super Aids#8
Quote:
Originally Posted by Y u k i View Post
By all means, that wasnt a excouse. Its a fact. Have you ever seen a MMORPG with propper AI?
Perfect World.