Fearing for the original map

Just the character not stuff between servers . No items as I understand this could unbalance the map.

It doesn’t matter whether if it’s “just the character”, the obelisks can’t do that. The code for the obelisks is for teleportation on the same map, not for replication across databases across servers. That code literally hasn’t been implemented in Conan Exiles and it’s far from trivial.

Yes, it can be imlemented, but that’s a far cry from saying “well they could just use obelisks”.

I said the object was in the game not the code. So it would make sense lore wise that could be used this way.

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Oh, so that’s what you meant? I misunderstood your point, because it looked like you were replying to Multigun’s technical explanation.

No, its all good. I am not sure of the programming side of it, just the lore side of it.

No need to fear, the base map will still be there, all updates regarding the core of the game will include it and there is no reason for them to stop fixing and patching it.

Nothing is going to die, nothing is going to be left abandoned. the first days for sure there’s going to be more hype and players in the new map as it happens with everything that is new, but after all, players will decide if they want to keep playing in Siptah or if they want to return to te Exiled Lands.

They won’t lose their progress in the base map, they wont lose their items or character, implying that the player is coming back to refresh their stuff before the decay timer does its job. Some players wont like Siptah, some of them won’t even buy it, some will play both, but the base map will be far from abandoned, so stop fearing something that is not even happening.

I’m very exited about this new content but i don’t like at all the mechanic regarding the capture of thralls falling from the sky, that’s enough for me to keep me playing in the first map rather than playing on Siptah, but we will see :^)

Conan Exiles Armor Mitigation formula:

Damage Reduction = Armor / (Armor + 250)

Everquest Armor Mitigation Formula:

That is no exaggeration. Its like a 22 step formula.

Sorry I know its off topic and has nothing to do with the thread
 but your statement gave me a giggle. I knew what you meant though. But to reiterate what you said, comparing the two just isn’t a good idea.

:stuck_out_tongue_closed_eyes:

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I looked into what Multigun is saying here.

This is accurate.

FunCom could not have expanded the game world enough to have accommodated something like Siptah without using separate servers. This means for each game “world” (i.e. each server currently in existence) they would have had to create two (which seems to be what they are actually doing–adding more servers to run Siptah). The problem is this: Transferring character data in real-time or on a loading screen between servers is a VERY complex networking challenge. All of the other games that people are listing that have done this are MMOGS. This means they were BUILT with extensive networking backends.

Unreal Engine 4 is NOT an MMO engine. Can it be used for an MMO? Theoretically, but it’s like driving a nail with a screwdriver–it takes a lot more effort for a shittier final product. In order to make the map bigger in a multi-user persistent world, another server is needed, and a lot of additional network code would be needed
 and Conan Exiles–as much as I would love it to be a persistent MMO, in structure, it simply is not.

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Yea, personally I think the new thrall spawning in Siptah is gross. I like that they made the dungeons meaningful though,

I for one am probably going to just buy Siptah as an expensive DLC for Exiled Lands and then at some point go run through the vaults. The content looks nice, but I’m not in favor of losing my progress to full embrace Siptah.

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I can respect this and agree with it. Fun stuff I just don’t want to lose the other stuff to get it is all.

What are you talking about? Quit sighing when you don’t know what you are talking about.

UE4 can handle a base dimension of 8192x8192 for EACH map (some sources say 20km x 20km but I know for a fact that an 8k Height Map is max
which is also max for textures). It ALSO can handle Zero Rebiasing via the World Composition which can handle enormous landscapes. This feature is tricky to get Multiplayer working
so essentially 67.1km2 is the max SINGLE map for multiplayer. So there would be ‘ports’ like the boat at the Lemurian Ruins that TELEPORT/LOAD the new map. My Dad’s company is working on a game in UE4 and it has 15 maps that are each 67.1km2 (8192m x 8192m) and we teleport just fine. We also use this method for various buildings for ArchViz customer demos as well.

btw Age of Conan and Secret World had this
made by Funcom (yeah yeah not UE4).

Also FYI MMO = Massively Multiplayer Online. There are around 7500 players across different servers with each Server (Instance) handling up to 70 players (more like 30 is the real number). Ummmmm
sounds like an MMO to me with a Single Player and CO-OP Mode added in.

You cannot be serious. So what is Fortnite then for just one example? The same UE4 you can download right now with their Fortnite Networking ADK that a developer can download and use for free (Millions of Players
not 70 which is base included in UE4). This was not available for 4.15 which CE uses but Funcom could smoothly update to 4.25 no problem. They don’t though because they are working on the next shiny and likely don’t have the tech savvy peeps that can handle the tech. IMHO.

Anyhow
off topic. Done with you forum peeps. Bye.

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Seriously, fortnite?
I know what you mean by MMO, but multigun is referring to MMORPGs where more than 70 players share the same world at the same time in the same server, and, as far as i can tell, that’s not the same thing that happens in a game like Fortnite, CoD, Apex Legends, PUBG, etc.

I don’t really know about servers and engines, but i know that if they did not expanded the first map may be for technical reasons, maybe they could do it but thatwould bring more troubles than what we have now.

They were better and DEVs had not ruined them, they would still be playing today. I liked EQ2, they ruined that too.
The original sandbox MMOs were far better than what is made today.
SWG was kilt 5 years ago, yet folks have gone out of their way to play a 20 years old MMO. More folks play it, than Conan Exiles. The 30 dollar game now costs $150 for a 20 year old game.

When Conan dies, it will be just another bump in the road.

FUncom may have screwed players better than SOE ever did. This DLC map is smaller than the original, and all the private servers we have been on for years, will just kill the old map in favor of the new.
For the first time ever Mrs, Mrs Jones doe not even know if she wants the new or not.

Not with a press of a button, like you are inferring. Conan Exiles uses a heavily modified 4.15. It’s never going to be easy if they decide to do an engine upgrade (which I still say is probably unlikely, but who knows). Wasn’t easy the last time they did it either.

I’m aware. As I said, the physics engine breaks apart. I didn’t say you couldn’t make a height map of that size. I refer to my previous statement of the game engine version and how the game isn’t exclusively single player.

Belittling your fellow peers in the game development world is beneath you. You can do better. So can I. Game developers world-wide know this is a major plague in the industry, and are doing a lot to change that culture. You (and I) should and can do the same.

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He does know what he is talking about.

Try it yourself, get in the devkit and see what happens when you go outside those limits if you don’t believe it.

You keep going on and on about MMOs. This is a game that is designed to be hosted on a single machine, not clusters like MMOs are. Its why you can dedicate server straight from Steam Tools. Its also why it can be run in singleplayer.

@Rohi has the details correct. UE4 is fully capable of running a ‘MMO’-Name Your Flavor
RPG
whatever
out of the box with the Epic supplied Networking SDK. This is free for any developing on the UE4 engine.

For those that do not know the Server (Dedicated Server is best) knows what Map/Level/Instance each Client (Player) is in and the Client Machine/Computer is told to render that. Conan Exiles is running a Deidicated Server and as such it is a MMORPG
or maybe better a MicroMMORPG with the possibility of MacroMMORPG (Full On).

MMOs use a nifty Instance Spin-Up when Clients visit a Map
Planet
Landscape
whatever. There absolutely is a Max Cap on number of Clients in that Instance. Usually the absolute Max is 253 (IPs 1 & 254 are usually Gateways on that Subnet) but 253 Clients kill bandwidth
so even the really heavy MMOs you will rarely see more than 30-50 Players/Clients in and instance but more can be logged into the Deidcated Server(s) because of the instancing. It is all really nifty smoke and mirrors. Conan Exiles by definition of what the game does in Multiplayer is very MMORPG-like/esque.

First off I have a high regard for you work and support of your mods. Always have. I also respect what you say in the forums. For what my daughter stated is fine in my opinion. She stated it was her opinion as well and Funcom has not had the Tech Skills to get rid of issues that have been there since Beta while fixing some only to have them surface again. Is it wrong to make that statement? We have debated in other forum posts as to why
only Funcom really knows why and the reasoning behind they have not fixed them. In my opinion they put themselves in a design hole that is tough to get out of. Has always been speculating on our behalf. Enough stated.

Lastly, she stated exactly that 8192x8192 is in fact the UE4 engine limit in regards to textures and physics. In fact the Physics can handle up to 20km x 20km because of floating point resolution which is much larger than the textures from say World Machine or L3DT which can make these sizes then chop them up into 1/2/4/8k seamless height maps to import and sculpt the landscape. Not sure why you folks are having trouble understanding what she typed.

To solve that issue UE4 provides two techniques
Teleporting/Loading a New Map into Memory then moving the Client/Player to said map. Second technique is XY Coordinate Rebiasing (UE4 calls their World Composition) that resets zero to the New Map that is loaded into Memory within the same Map. Funcom could go either method with CE but likely since the Isle they are using is much further to the West teleporting is the way to go. This CE game could very easily have both Maps in one dedicated server (or single player). The UE4 has the tech from way back in 4.9 so Funcom’s version does in fact have this functionality. Only Funcom (Tencent) can answer why not. Technically it may be a split of their designs but still the models are transportable on both sides. Again, it is speculation on our behalf.

At the end of the day they need/want to make money. Having both maps separated gives them a definite ‘Pay Wall’ that is saying if the players want this new Funcom Tech
purchase this new DLC. In actual fact this is not really a DLC
it is a New Conan Game. But can you imagine the flaming if they sold a new game with all the same models and the Exile Lands? Food for thought. And again
My Opinion.

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My Dad’s company is working on a game in UE4 and it has 15 maps that are each 67.1km2 (8192m x 8192m) and we teleport just fine

Is your dad’s game a multiplayer game that supports more than 10 people?

I know for a fact that an 8k Height Map is max

A heightmap and a WORLD are not the same thing. There is much more that goes into a world/landscape than just height data.

We also use this method for various buildings for ArchViz customer demos as well.

I don’t dispute that you know what you’re talking about here. However, to my understanding, with the way the Conan Exiles GAME is structured, it is impossible to switch between different world compositions without causing issues with the database.

Let me be clear: I am definitively, in NO WAY saying that it is impossible to do. I am simply saying that a lot more engineering effort would likely have been required to allow players to transfer between maps. Which may have been the predominant reason Funcom didn’t.

if the last paragraph is the case then a major ball has been dropped. It was dropped on existing players who have waited and waited for features mentioned over a year ago and have been added to the game . Now we have a new shiny map that is not going to be linked to the existing game and none of mention features still added to the original game. That is why many are upset and why it feels like the original map may be on the outs for meaningful updates.

Yes, and it doesn’t work for multiplayer without multiple server hosting. Which is what I’ve been told by experienced level designers, and am reading in UE4’s own documentation right now. Unless they are both horribly wrong, or am I completely misunderstanding (which I never rule out).

Any reading material? I don’t mind learning more. But, as far as I know, experienced, and have been told by multiple sources, this is not the case with the engine used in 4.15. And again, you can test this yourself using the dev kit. Edges of the map break down, in particular to the far east.

Furthermore, do you honestly feel that putting two maps on the same one server, even if it could reasonably be done (time, cost, manpower, player willingness to wait for no updates for an extended period, and it could actually be done period), wouldn’t be detrimental to the performance of the servers? Servers which let players build whatever they want in just about any size, shape, and location with thousands of unique placeables, thralls, and pets? Because if so, we are going to have to agree to disagree there. This isn’t a static world, with ever evolving complex systems being added (and yet to be added). It’s fun to critically analyze that, but I guess it’s easier for most here to declare Funcom as evil and lazy (note I’m not saying that you specifically are saying that).

Yes, in a lot of aspects they did. And Funcom’s own Lead Designer (Alex) talked about that in December. He talked about how they had to take a lot of shortcuts due to money and time, and were knew to UE4 at the time. He even gives specific blueprint examples for modders to dig into to see examples of it. I fail to see why they should be demonized for knowing they made mistakes, and even admitting to those mistakes, and being human developers for that matter.

Sigh


I’m not denying that you easily know more about this than I do from a tech and engine aspect. But I am (and have been) very tired of the “Funcom is an evil corporation” type of comment for every single breath Funcom takes.

Which is why I will once again be shortly returning to a complete silence from all forum mediums involving Conan Exiles. Far too much toxicity and blowing up over tiny little things like over the word “expansion.” (any other game not named Conan Exiles, and very few would complain) If they had done the exact opposite, did all the things you all are upset about (not carrying over existing characters to the new world), there would be even more people getting angry because people would have a pay to win advantage (Ark).

Per Scott on yesterday’s live stream, and per Glaucon today, they are not abandoning the Exile Lands or Conan Exiles as a whole.

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Treu im aware if that, and thats how it is, just don’t believe it then.