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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
So there are no point A-B static world?
Correct me if i am wrong . From what i have heard or read there is no Point A to Point B static world. Rather its a world based on nodes and nodes can be constantly changing . one can goto point A -B one day and another day its completely different journey . Map will be dynamic and devs adding nodes on regular period .
Based on above assumption i kind of have few problems .
Will the game be fully sandbox open world game or there are loading screen in between 2 nodes?
Will there be a MAP for players (as i have heard road can be change when node leveled up) if so is it a dynamic map?
How node addition going to be happen ? Constant updates or devs add it from server side ?
Based on above assumption i kind of have few problems .
Will the game be fully sandbox open world game or there are loading screen in between 2 nodes?
Will there be a MAP for players (as i have heard road can be change when node leveled up) if so is it a dynamic map?
How node addition going to be happen ? Constant updates or devs add it from server side ?
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Comments
Nodes refer to AI spots that generate content. The regions that contain the nodes are fixed locations. The nodes within those regions are fixed locations.
The content generated by the nodes is highly dynamic. The mobs in a region will vary in level as the players work to level a node.
You might return to a region after a few weeks and discover that the village as increased in size or that the town has grown into a city.
The devs say they are hesitant to call the game a sandbox. But that's mostly because the way people use the terms sandbox is too muddy to be meaningful. Travel between regions and zones should be seamless. No loading screens.
I haven't heard the devs discuss how maps will work. Based on the tech available for Landmark, seems like a minimap would be able to handle the changes to terrain, etc. Very good question.
You'll have to change your concept of node.
Doesn't mean for this game what it has meant in past games.
Nodes refer to AI spots that generate content. The regions that contain the nodes are fixed locations. The nodes within those regions are fixed locations.
The content generated by the nodes is highly dynamic. The mobs in a region will vary in level as the players work to level a node.
You might return to a region after a few weeks and discover that the village as increased in size or that the town has grown into a city.
The devs say they are hesitant to call the game a sandbox. But that’s mostly because the way people use the terms sandbox is too muddy to be meaningful. Travel between regions and zones should be seamless. No loading screens.
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Alright . thanks for the info . But kind of seem to be game require high level of ping and lots of bandwidth for loading all these dynamic stuff over the time .
That means game require high level of internet bandwidth for loading sc
It's dynamic in that a village can grow into a town in a few weeks and a town can become a city in a few months. Also might return after weeks to find that the city was destroyed badly enough to become a town again. Or you could spend 3 weeks destroying the city.
But, we won't really be seeing those changes hour by hour or even day to day.
Shouldn't be any more demanding on internet bandwidth than any other modern voxel MMO.
<div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/so-there-are-no-point-a-b-static-world/#post-17045" rel="nofollow">Dygz wrote:</a></div>
The map is relatively static.
Nodes refer to AI spots that generate content. The regions that contain the nodes are fixed locations. The nodes within those regions are fixed locations.
The content generated by the nodes is highly dynamic. The mobs in a region will vary in level as the players work to level a node.
You might return to a region after a few weeks and discover that the village as increased in size or that the town has grown into a city.
The devs say they are hesitant to call the game a sandbox. But that’s mostly because the way people use the terms sandbox is too muddy to be meaningful. Travel between regions and zones should be seamless. No loading screens.
</blockquote>
Alright . thanks for the info . But kind of seem to be game require high level of ping and lots of bandwidth for loading all these dynamic stuff over the time .
That means game require high level of internet bandwidth for loading sc
[/quote]
You don't load content over the internet.
All of the assets are stored locally on your hard drive.
The only thing that travels over the internet are.
item-id, orientation, position, action-id excetra.
You make the netcode as abstract shorthand as it can be, specifically to avoid massive bandwidth and ping issues.
No graphical/audio data flows across the net.
UE4 can knit on demand and cache off view tiles.
So landscapes can technically be infinite if you have the hard drive space for all the art assets.