![]() ![]() ![]() The game’s initial setting is in and around the town of Odi in Valhalla. It’s not a pretty sight and it is not built to handle that yet, but it will be by full launch. We could easily put 100 people in a battle, as we’ve done with Camelot Unchained, but this UI is different from CU’s and it would try to render all the portraits of players on the screen. Frankly, the only current issue with having more than says 30 people in the same match today is the fact that FS:R’s UI doesn’t know when to quit. Today we start off with 10 player-matches, but during this initial access to the game we will also test group sizes from 4 – 20 (or more). This is Ragnarök as it should be: 1000+ NPCs of different types, abilities, and challenges seeking to bring down the forces of Asgard and bring about the final destruction of the Nine Worlds! While there are some great games and engines that can support 1000s of NPCs and also thousands of players, none of them can put as many NPCs in this type of real-time, action battle (not a server, a battle) along with hundreds or even 1000+ players without resorting to game streaming (our way is actually quite light on the bandwidth usage) or other method. An online-only, action-style, co-op match and lobby-based PvE game that can pit any rational number of players (say, 1000 for example) versus thousands of NPCs (or other players) in the same real-time battle in a very small land area. Final Stand: Ragnarök (FS:R) is something that has never been done successfully in the game industry to date. ![]()
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