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tuxfool

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tuxfool

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@tuxfool: dude, W3 is losing by 30% or so against bloodborne, do something about it.

Where? And why does it matter?

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#2  Edited By tuxfool

The sad thing, orthogonal to the fact that they have been using the same engine for more than a decade, is that the engine still exhibits bugs that existed in Oblivion.

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You guys started on this path so you might as well finish. Go:

Life is Strange

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#4  Edited By tuxfool
@funkydupe said:

@john1912:Yes, I think you are echoing a lot of peoples feelings right now. The MMO has to work with hundreds of players doing their own thing within an instance of space, with online latency factoring into it as well. It has to track players' ships, as well as what goes on within those ships. Saying this is complex is a major understatement. Developing and implementing the tech required, getting the features to work off and online is one thing, but in addition to that, it has to be fun and engaging to actually play it. Creating content enmasse and have it be fun and not overly complicated, tedious nor repetitive on a big scale will be a challenge.

I should point out that calling the PU an MMO is a slight misnomer. You're going to get multiple people in an area at the same time, but the game is heavily instanced and the world is heavily weighted at 10% humans to 90% npc. They aren't looking at 100 people in the same area at the same time, rather as soon as an area hits its limit a new instance is created on the fly, with maximum numbers in the same order as a typical session based multiplayer game.

If you want a comparison to a working architecture today look at Elite:Dangerous (though that is p2p) and Destiny, which has those shared areas, like the Tower. Unlike an MMO where people join a world server accomodating large numbers of people, new instances of the Tower are generated when it hits a player limit.

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Loading Video...

A bit of context:

They all got into separate ships, then each traveled 3000 km via Quantum Drive (would take 3h under normal speeds) to a derelict Retaliator. EVAed to the ship, where one person went to turn on the local ship gravity and another turned on power. Two people manned turrets and another piloted the ship against another multi-crew attacking ship.

They destroy the enemy ship and quantum back to the space station in their new salvaged ship.

They also played live in the Gamescom stream Skip to 1:33:00 for the first demo (they go through it twice)

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#6  Edited By tuxfool
@hassun said:

RIP ZOE3.

It was already dead. Torpedoed by High Voltage and Konami when they put out that shoddy HD collection.

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#7  Edited By tuxfool

Not that it matters that much, but all of KOTOR is essentially non-canonical which sort of sucks.

I would say it doesn't matter even for those that put a lot of value in canonical stories because I couldn't ever see them integrate the meaning and perspective of this game into the mainline Star Wars, which contains very blunt, black and white themes (even beyond the Jedi/Sith dichotomy)

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@dussck: Would have felt as artificial as the firefighters, to have token citizens.

It should also be noted that the "city" itself isn't really structured like a livable place. It is more like a pastiche of a city in a playground format.

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#9  Edited By tuxfool
@gruff182 said:

I've never heard of the guy, but I don't think his arguement is without merit.

Star Citizen is the most ambitious game of all time, nothing comes close. The crowd funding has peaked and is nowhere near the budget of a modern Assassin's Creed or GTAV. (GTAV was $265 million dev and marketing budget)

The marketing budget for GTA V matches the development budget at least (and possibly exceeds it). Therefore a conservative estimate of the development costs of GTA V are 132m dollars. Star Citizen will probably hit 90m by the time the Squadron 42 is released.

(I mean, just last week it made 200K+ and and a few weeks before it made 400k)

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I've only had it recently. Also on Chrome. I also tried it in the Canary builds and it happens there too.