he did. That's just a list of the original folksThought Dave left and is at different company all together now?
Great post. There isn't a huge following because there hasn't really been anything worthwhile shown in a long time. As you mention, people have left and they were leadership. Elidroth started a more fluid team...because they weren't going to waste resources on dedicated ones. They are doing a reset and the only conjecture is how large of one.The funny thing is, the EQ fanbase (dwindling relic that it is) will probably get something closer to what they originally imagined when EQ:3 was announced. The voxels stuff was a dumb idea outside of specifically using it for landmark content creation to port over. Though the completely modable/changeable class stuff might still be in, because FFXIV/FFXI certainly were able to pull it off years ago, and it seems like that was their original design implementation anyway.
Either way, I think there's a bit of a misconception of just how big the audience following every drip of information about the game is. There's not a -lot- of people with some interest. There's -some- people with a lot of interest. Pretty big difference imo, and it's based entirely on the length of time between the property being relevant and now. It's been a decade. New people are probably not following it, especially with very little actual information or in-game assets revealed. People who fondly remember EQ (again, an ever shrinking demographic) are clicking on it, and people bored by WoW/etc might be. But when they start releasing info that they are most likely going to be substantially less SANDBOX! than originally represented, I would imagine that the "not-WoW" crowd will be quite a bit less interested.
Anyway, this is just conjecture, like always. Either way, while I don't think it's vapor ware yet, I also don't think Daybreak is going to keep shoveling resources into something that isn't going anywhere quickly. Otherwise why trim down the departments and realign the management? Those are clear "lets get this back on track" type movements, while also minimizing potential losses if it never makes it.
Thanks for the link...On the topic of voxels, the Voxel Farm people recently posted a video on their work on occlusion tech for the Voxel Farm engine, and for the video they used some Qeynos buildings that were made in Landmark. So I'm guessing Voxel Farm is still actively working with Daybreak, and EQN is sticking with voxels.
Did you just wake up out of a coma? WTH?B/C all the recognizable names are gone. regardless of why they left, they are still gone. I think it's just Micheal's at this point? Maybe that's a good thing but the so-called "visionary's" of the project are no longer working on it.
I guess some of these people are still on it.
Director of Development: Dave Georgeson
Technical Director: Steven Klug
Senior Programmer: Greg Spence
Senior Producer: Terry Michaels
Producer: Emily Taylor
Senior Art Director: Rosie Rappaport
Lead Game Designer: Darrin McPherson
Creative Director: Jeffrey Butler
Were you part of EQN or just a SOE employee?Any contacts at DBG would be stupid to reveal info.. If it came out somehow, they'd be fired.
There's no way DBG will cancel EQN.. It's too important to them. It's going to have to be the cornerstone game once H1Z1 starts to wane. Frankly, the longer they take, the better. The longer it takes, the less chance they're shoving something out the door unfinished.
The real issue with the destructible world is pathing. You can do it in a single-player game, but it's just not possible when you have to send out that constantly regenerated pathing data to every client in a zone. It becomes a gigantic bandwidth and latency nightmare.
Oh as a construction setup for development, sure. But they can't be thinking destructible environments actively used in game on that level, even partially. The netcode requirements for worlds to look the same to each player as stuff is randomly altered works when you have 100-200 people in your game. Sending that update to 1000s of players sounds like a hassle and a half.On the topic of voxels, the Voxel Farm people recently posted a video on their work on occlusion tech for the Voxel Farm engine, and for the video they used some Qeynos buildings that were made in Landmark. So I'm guessing Voxel Farm is still actively working with Daybreak, and EQN is sticking with voxels.
To be fair, that's not how it should be working. Voxel modifications only need to be sent to the people near the modification. If a random player out in the woods digs a hole, they should only have to send that data to that player and any players that might stumble on that hole before it heals up (which is probably no more than 30 minutes).Oh as a construction setup for development, sure. But they can't be thinking destructible environments actively used in game on that level, even partially. The netcode requirements for worlds to look the same to each player as stuff is randomly altered works when you have 100-200 people in your game. Sending that update to 1000s of players sounds like a hassle and a half.
Of my god why didn't anyone ever think of that someone batphone DBG holy fuck guys.To be fair, that's not how it should be working. Voxel modifications only need to be sent to the people near the modification.
It's really not a new or complex concept.. it's been used in MMOs since EverQuest. You think when you kill an enemy it broadcasts to all clients connected to the server? Optimized server code should only communicate actions to clients in range.Of my god why didn't anyone ever think of that someone batphone DBG holy fuck guys.
It'sprobablynot that simple.
Well, actually, on original EQ, it did. Every entity update in the zone was broadcast to everyone in the zone.It's really not a new or complex concept.. it's been used in MMOs since EverQuest. You think when you kill an enemy it broadcasts to all clients connected to the server? Optimized server code should only communicate actions to clients in range.
The kids don't even know what EQ is and the die hards are old... and will be dying off soon.The funny thing is, the EQ fanbase (dwindling relic that it is) will probably get something closer to what they originally imagined when EQ:3 was announced. The voxels stuff was a dumb idea outside of specifically using it for landmark content creation to port over. Though the completely modable/changeable class stuff might still be in, because FFXIV/FFXI certainly were able to pull it off years ago, and it seems like that was their original design implementation anyway.
Either way, I think there's a bit of a misconception of just how big the audience following every drip of information about the game is. There's not a -lot- of people with some interest. There's -some- people with a lot of interest. Pretty big difference imo, and it's based entirely on the length of time between the property being relevant and now. It's been a decade. New people are probably not following it, especially with very little actual information or in-game assets revealed. People who fondly remember EQ (again, an ever shrinking demographic) are clicking on it, and people bored by WoW/etc might be. But when they start releasing info that they are most likely going to be substantially less SANDBOX! than originally represented, I would imagine that the "not-WoW" crowd will be quite a bit less interested.
Anyway, this is just conjecture, like always. Either way, while I don't think it's vapor ware yet, I also don't think Daybreak is going to keep shoveling resources into something that isn't going anywhere quickly. Otherwise why trim down the departments and realign the management? Those are clear "lets get this back on track" type movements, while also minimizing potential losses if it never makes it.