It’s pretty apparent that most of the community wants new map, areas to explore. And the argument is that the server cannot handle the increase Map size. I think there needs to be a little bit of restructuring, a lot of the other games out there moved all their dungeons to instance. I mean ultimately they have it to where you’re still teleporting to another piece of the map why not separate that stuff entirely and put it on another server, because you can’t build in dungeons anyways so there’s no point in having them on the world map. Just make it in tirely separate server. And that way multiple realms, servers can just use one dungeon server. This would reduce the load on the server significantly and you wouldn’t be able to cut out, at least six dungeons out of the world map and use it to increase the land size significantly. Like they could add the ocean, and then add boats and ships. On water. And it wouldn’t take a bunch of development time to add a bunch of ocean, and then that way they can create new content in a player experience by adding boats and ships. Players could build their own barges, and bases could float and move around and you could destroy them with Siege machines
It’s the engine used for the game that can’t handle a larger map, not servers.
The map is already big. If they pull out all the dungeons, and offload those onto another server. And they could have multiple realms I 1931, 1932 Exedra use the same dungeons. Because let’s be honest the vast majority of gameplay doesn’t take part in the dungeons it takes place in the persistent world. So if they could remove all the dungeons from the map and host that on another server they couldn’t significantly improve, gameplay and performance and maybe even increase the world size by 10%. Really what I’m getting at is better optimization and offloading resources to other servers. You know when you go into a dungeon. It’s like following a hyperlink. It takes you wherever that link is set up to go.
As I said before, the map is basically at the limits of what the engine will allow, so expanding it any further is pretty much out of the question. Removing the dungeons from the map and making them separate instances will only make the game more resource demanding than it is now, as it would need to load up an entirely new area every time the player enters a dungeon, rather than rendering in the dungeons upon starting the game, meaning it would indeed make servers run smoother at the expense of reduced user side optimisation by increasing load times for dungeons.
Meaning with your idea, the map can’t be expanded, but the area currently occupied by the dungeons can be used, if people would be fine with increased load times for the dungeons by turning them into individual instances.
I don’t think you get the network aspect of this. If you remove the landmass of all the dungeons it’s probably easily 40% of the world map. And you offload that on to another server that saves server performance up to 40%.
It’s a completely different server. And when a player wants to go there, and he’s fighting bosses. He doesn’t have the latency and the lag of the rest of the world map. It’s a more enjoyable experience overall. Because he has the entire resources of that dungeon server.
And whatever is freed up on the existing world map the developers can do with what they want. But it does enable further expansion a persistent world.
Have you played any other MMOs, were you gone into an instant. The way that World of Warcraft does it is the dungeons are shared with all the servers. They could do it the same way, it’s easily 10 year old technology. It has nothing to do with the game engine, it’s just simply networking and setting aside servers this is a common practice and multiplayer online games.
Not quite, since dungeons aren’t really that demanding compared to the giant structures with hundreds of thralls some people build. Removing them and replacing them with regular buildable areas is more likely to lead to an overall decrease in server performance if anything. You’re probably right that dungeons would experience better performance if they were on a dedicated server that didn’t have to worry about anything but dungeons though.
One major benefit of something like this is what I (and others) have inquired about in the past: the ability to eventually travel from the Exiled Lands to a whole new place. But that’s not likely to happen at this point IMO.
Yes, I have played MMOs, namely Final Fantasy XIV, so I know how instances work, which would in fact increase load times when entering a dungeon, the way it is now, the dungeon is rendered at the same time as the rest of the world, reducing the load time when you actually enter it, separating them into instances would make them take longer to load as they would need to render when the player decides to enter.
So this is not server or network limitations, it is hardware and software limitations, keep in mind this is also on consoles too, and they aren’t as powerful as high-end PCs, meaning dividing the dungeons into instances would affect the console versions more noticeably.
What I would do is separate all biome segments and make each nearly as big as the current map as a whole is. I’d take a less realistic path when it comes to graphics so everything isn’t too massive and connect segments with tunnels to keep the immersion whole while loading and unloading assets. I like to provide illusions so what I do is look for ways to do a nice show that draws the focus of the audience and keeps it where it needs to be.
A lot like how Minecraft does things actually, but with room for Destiny-like instancing and some flavour from Sea of Thieves.
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