oFateJoin Date: 2011-05-24 Post Count: 145 |
What will be the server size of Ro-Verse? I mean, imagine if a clan wants to declare a war and they can rally up to 100, will they have to split forces into two servers? |
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That would be one way of doing it! RoVerse will try to reward those people can who bring more ships to the frays or replenish their numbers quicker but as for scenarios like that we're actually all ears for how someone like you may tackle this issue.
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oFateJoin Date: 2011-05-24 Post Count: 145 |
If you could tackle server lag, couldn't you ask roblox to make your game 100 player server or even more? |
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We do have the staff on board who can make it 100 players already, actually.
That really means 50v50s can be viable on average, but we all know clans can rally up more. It'll be interesting to see what people takes are on how to deal with the overflow.
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oFateJoin Date: 2011-05-24 Post Count: 145 |
Okay, something different now.
Imagine 2 servers are split and are fighting in 25v25 / 25v25. One side manages to critically damage enemies mining factory or what's going to function the mining in Ro-Verse. Would the 2nd server receive this event live and destroy the mining factory in it's own server as well? |
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It can be done, but there may be a better way of coralling people into the same battle. We are looking for BIG fights to get into on top of the smaller skirmishes here and there when it comes to wars.
One way I can foresee doing combat in a full server is locking access to one node, and filtering people in as people die.
This is a similar method that MMOs like EVE Online do it and I can tell you from first-hand experience it works well at keeping the conflict burning along by introducing more and more people into the battle as people die off.
That is a way we're gonna toy with, but if you had any I'd definitely be all ears.
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IneveraJoin Date: 2014-12-31 Post Count: 22514 |
Highly doubt Ro Verse will be able to be stable at a server that big. |
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We'll only know when it comes to performance testing, Inevera!
Until then it's all speculation from our side.
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oFateJoin Date: 2011-05-24 Post Count: 145 |
How about using sqltables + httpget and all of that.
Put a certain value across all the factories etc.. if factory value changes in one server then it would be updated in the sqltable, then the 2nd server would receive the same value and receive same effect from 1st server. |
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IneveraJoin Date: 2014-12-31 Post Count: 22514 |
Will Ro Verse hve currency for future space pirates like my self? Dont wanna do merc work without gettin monies |
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That's a very good way of doing it, Fate.
When it comes to the technical feasibility the scripters are very good at finding the ways to to achieve tasks and tell give us the feedback in terms of performance. What I try to focus on is immersion and game-play instead.
I would hate to be in the second server, unable to properly assist in helping to protect your mining base and watching it's health whittle away from something beyond their control.
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SunXaoJoin Date: 2016-04-15 Post Count: 3761 |
An interesting way to go around this is to make it so a raid isn't just after 1 target, but instead you have to spread forces across multiple areas and each area can be attacked by a certain amount of forces.
You can make attack cooldowns with each area so it will make planning and strategy a key as you need to make sure you balance out your forces in each field. |
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@Inevera
I would really like to see the facilitation for "nomadic" players, who are unaffiliated with any clans. At the moment the focus is on getting the game set up for clan players but we're obviously going to cater to as many play-styles as possible.
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IneveraJoin Date: 2014-12-31 Post Count: 22514 |
Wel no dount TNI will participate. I just want to make some $ when im not commanding the troops |
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oFateJoin Date: 2011-05-24 Post Count: 145 |
OR!
When 2nd server is created, why not make it so only certain facilities can be attacked, so facilities that are unavailable would be bland grey color with 0.5 transparency.
Server 1 would then receive what's unavailable in 2nd server and enable everything that is forbidden in the second to be allowed to be attacked in the first one.
So both servers will have 50/50 split on what will be allowed to be damaged in both servers. |
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I can definitely give you a more accurate statement on it when we get to that junction in development :)
Might even be in the form of another developer diary, I think the first one worked very well.
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Those are some good ideas on tackling player overflows. I'll note these down for some looking over next time I can talk to any of the developers working on the faction war mechanics.
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