Remember that when you wonder how is it possible for an “average” server to instasntly crash when doing a purge, for example.
It’s because they are not aware that there is people playing in Multiplayer, and they rather push “Singleplayer” experiences at the cost of Servers basically dying, I can’t wait for this Age of Failure to completly execute servers by allowing people to Grief by killing that lovely Blacksmith Tier 4 that took you hours to find, and more hours to convert, Lmao.
You do get the public servers are a courtesy provided by funcom, right?
The game was supposed to be single player, and private servers. The publics were just to get people into the game.
Also note the steam numbers are not everyone that plays, and the public servers are just a piece of the player base as well as the number playing now is not the same as the number playing over all.
In all the research, posts I’ve made about Officials as a result of that and time spent here learning from others I have never seen this. Where can I get an Official statement?
The game was always supposed to be playable as single player, in co-op mode, or on a private servers. I think the game launched with official servers, but this may have been a late decision.
Can’t find much going back to the dev blog either (I read every one of them when I was putting together one of my posts) but Umborls provided a statement ^^
Yes you’re right it did launch with Official servers. First time playing in EA was on an Official where my husband, some friends and I had a noob river war against other players
Does it really matter?
I mean ok the op is full of ■■■■ like Deacon says and i agree.
But the game either single player or online must perform correctly in ALL the consoles…
Is it?
About the empty servers wait for the update release and come after to tell me what’s empty and what’s not…
Same old story… Another funeral of the game, omg!
No, they’re an integral part of the marketing sales strategy, and always have been. FunCom decided right from the beginning that public servers were to be an essential component of their marketing and sales campaign for their game.
If Conan didn’t have public servers available their sales would never have been good to begin with, the game would have died on the vine. That’s not a “courtesy”, that’s an essential component for the survival of the game.
Having said that, since they don’t directly generate revenue the people who make the business decisions make sure that the public servers have the bare minimum amount of funding needed to keep them (mostly) functioning. Public servers are an expense, and like all expenses they try to keep that expense to a minimum, but it’s not remotely accurate to call them a courtesy. Public servers are a business decision, with the specific function of driving sales.
Speaking of … No. The game was “supposed” to be all three, SP, private and Public, with public being an important part of their sales and marketing strategy right from Day 1. Before the game was ever published they touted the feature of having public servers available. That’s not a courtesy, it’s a marketing and sales decision. They serve a function that goes beyond merely “just to get people into the game”, they are an essential tool to keep sales of the game alive.
When FunCom no longer cares about sales they’ll do what WC/Snail did with ASE, they’ll turn off all public servers but leave the game up on the stores to be purchased if people are still willing to buy a game that doesn’t have public servers. They already know that this will cause sales to plummet to nearly zero, just like it does with other games that turn off public servers, but at least they’ll do it in order to avoide being accused of abandoning the game. They would prefer, when that time comes, to just ditch the game altogether, but they know that it would generate huge amounts of bad publicity for their company, so they’ll leave it in the stores with the disclaimer that public servers are no longer available.
True, but that in no way supports the “courtesy” argument.
For these reasons, developers often opt for more robust database solutions like MySQL, PostgreSQL, or even specialized game databases that are better suited for handling the demands of multiplayer gaming environments.
Can’t get much more clear than that.
Multiplayer for this game was an afterthought and not a priority. This point was brought up during Early Access and a suggestion to use a more robust database management system was “brushed off”.
The bed was made, and we’ve been sleeping in it.
So, @Pipinghot : Did you get the memo?
But that doesn’t make sense in terms of crafting throughout the CE experience. I tried SP back in 2019 under normal settings and it was ridiculous on the time frames of crafting ingots and bricks. If SP and co-op was the intent, why was the game normal settings set to server style crafting? If it is private server with officials being after the fact, why the exclusiveness of g-portal and limit your consumers to just one service?
While your response is official, there is no logic to it that I can see and further cements the idea of ‘shooting from the hip’ as far as planning even in the launch of the game.
For direct database writes, you roll your own. Everything else can be filed under GUIDs or UUIDs with tests for when serial numbers already exist. Pretty simple to do in a unthreaded process.
I think you misunderstood what he said. He didn’t say intent, but playable. Which even on default settings it is.
But in singleplayer and coop even without admin commands you can start a game with increased crafting speeds. Which will easily facilitate even playing for short periods of time.
Let’s not confuse defaults with intended ways to play. The intended way to play is whatever the individual wants to play. To which the responses @Umborls has made in the past and now has been consistent.