That got me thinking... What if EQN:L *IS* the end goal here? And EQN is simply the test server for their AI / combat engine? Think about it. They start with EQN:L and have everyone start building the world. Meanwhile they open up EQN which is a more controlled arena for the AI engine to play in. As they continue to develop the AI, they test importing player created structures into the game to see how the AI reacts. If tests are good, they add more and more structures of different types to see how the AI will live in a completely player driven world. 2-3 years down the line of added development on the AI and combat, and they announce that they are flipping the switch on EQN:L and spawning their AI engine to bring the entire player created world to life. You can transfer over your character from EQN and start exploring a seemingly endless world created for free by the players! So what they are really developing are just the tools: AI, combat, art assets and waiting for the players to fill in the land while they continue working. EQN will continue on as the AI testserver for a controlled world if you want to participate. Hmmmm...-We will introduce things from EQN to EQN/L like combat and/or PvP - I am getting ahead of myself can't say more - can develope into something you don't expect.
It literally hurts me that I can't refute your statement pc used to be the only place to go for real fps players. And the mod content you get in good fps games makes it still the best choice but people like those ogre turds from halo popularized competitive fps on consoles.I think if you look at how many servers they released with, you get a good estimation at how big they thought it was going to be. I really don't think there are 10 million fps players on PC. Considering The low priority Call of Duty puts on the PC platform.
Ah, the AI isn't alive man. It's notthatadvanced.Meanwhile they open up EQN which is a more controlled arena for the AI engine to play in. As they continue to develop the AI, they test importing player created structures into the game to see how the AI reacts. If tests are good, they add more and more structures of different types to see how the AI will live in a completely player driven world.
Look at those two grease balls, high as balls on coke! Talking all sorts of nothing, just sweating with a grin hahahaha
Interesting idea. This would open up a way to springboard other MMO games, swap player models and go. Hoping you can put in pets and servants in your land plot. Maybe allow bazaar slots. This would really ramp up guild owned land as mini themeparks.That got me thinking... What if EQN:L *IS* the end goal here? And EQN is simply the test server for their AI / combat engine? Think about it. They start with EQN:L and have everyone start building the world. Meanwhile they open up EQN which is a more controlled arena for the AI engine to play in. As they continue to develop the AI, they test importing player created structures into the game to see how the AI reacts. If tests are good, they add more and more structures of different types to see how the AI will live in a completely player driven world. 2-3 years down the line of added development on the AI and combat, and they announce that they are flipping the switch on EQN:L and spawning their AI engine to bring the entire player created world to life. You can transfer over your character from EQN and start exploring a seemingly endless world created for free by the players! So what they are really developing are just the tools: AI, combat, art assets and waiting for the players to fill in the land while they continue working. EQN will continue on as the AI testserver for a controlled world if you want to participate. Hmmmm...
Couple times I thought fatty was gonna lean over and start licking his face LOL!Look at those two grease balls, high as balls on coke! Talking all sorts of nothing, just sweating with a grin hahahaha
My bad, you're right about the pop caps.Why would SoE make a game targeting the 10 million plus player base of FPS players but only intend to capture a few 100k players?
How does a game with a 48k max population cap hit 70k peak players?
Because the PS2 engine is capable of competing in the FPS market, while PS1 engine wasn't competitive in its era meaning PS1 was limited to being a niche game.My bad, you're right about the pop caps.
Going to respond to your other question with another question. Why would SOE, with the intent to capture a huge chunk of the FPS player base, think they could do so by making the sequel to a niche MMOFPS genre that failed so dismally a decade ago?
Uh.. counter strike you can't play games like that competitively on console at all and laughable. Real fps competitive games are on PC.It literally hurts me that I can't refute your statement pc used to be the only place to go for real fps players. And the mod content you get in good fps games makes it still the best choice but people like those ogre turds from halo popularized competitive fps on consoles.
Before we knew there were actually 2 products, I suspected something like this would be the case. I think Landmark will always be the development tool, but I do think the end goal is to have the tools to create both content and rule sets, such that a guild/group/single person could build his own dungeon/chunk/continent with his own content and rules ("Now entering Belfast's Nightmare," PvP on, corpse runs on, etc.). One whole continent could have UO rules, one Shadowbane, Eve, WoW...all of it. Then it doesn't matter if you hate any one type of game (love EQ, hate WoW), as you will just not go play in that area. And it won't matter if there's 5000 "worlds," because people will want to play on the best ones. And if you have dominion over a large segment of land and all the content in it, you are probably making mad bank anyways. There's probably going to be way more people building shit in Landmark than actually playing the rpg component of EQN.From 2 pages ago from Tad10:
That got me thinking... What if EQN:L *IS* the end goal here? And EQN is simply the test server for their AI / combat engine? Think about it. They start with EQN:L and have everyone start building the world. Meanwhile they open up EQN which is a more controlled arena for the AI engine to play in. As they continue to develop the AI, they test importing player created structures into the game to see how the AI reacts. If tests are good, they add more and more structures of different types to see how the AI will live in a completely player driven world. 2-3 years down the line of added development on the AI and combat, and they announce that they are flipping the switch on EQN:L and spawning their AI engine to bring the entire player created world to life. You can transfer over your character from EQN and start exploring a seemingly endless world created for free by the players! So what they are really developing are just the tools: AI, combat, art assets and waiting for the players to fill in the land while they continue working. EQN will continue on as the AI testserver for a controlled world if you want to participate. Hmmmm...
MMO's have no room for fps. People will bot it up go try to play darkfall good luck without a bot. Plus latency is a huge factor in fps thats why major tourneys are at LANs. There isn't going to be local servers for everyone for MMOfps. Just 2 different types of games.My bad, you're right about the pop caps.
Going to respond to your other question with another question. Why would SOE, with the intent to capture a huge chunk of the FPS player base, think they could do so by making the sequel to a niche MMOFPS genre that failed so dismally a decade ago?
You saw the video - SOE wasn't planning on Landmark. It was only after they had "tons of fun" building things that they decided to create it as a second product. EQN/L is a complete accident and thus probably going to be the more succesful of the two products.There's probably going to be way more people building shit in Landmark than actually playing the rpg component of EQN.
The player cap is definitely lower than 666 per side/2000 total. It was lowered some time ago due to low server pops. No, it wasn't publicly announced.70k is to high for just US Euro population that would cap basically every server on every map. Otherwise the numbers seem about right. Each map has a 2000 player cap, three maps per server, eight total US Euro servers, That means game can hold peak of 48k players. There has not been a server Que in PS2 except for first week are so after game was released. A single map on server may generate a Que but there is alway room on the other two maps to place anyone logging in. You can also spot if all three populations are hitting there 666 player cap for a map because all the maps factions populations would be equal in %. My guess is current population peaks at around 20k mark during primetime.
PlanetSide 2's system is basically this because the amount of 'skills' (vehicles, guns, explosives, etc etc) to have an all around character. It takes a huge time investment to max out each certification. Certifications give you power.What they said they will NOT sell are things that make your skills +betterer.