Where is our open world ?!

Ory is right.

 

How eve works:

  • 1 server for each constellation (that’s well over 100 interlinked servers) plus trade hubs have their own dedicated set of servers (yes, more than one per single solar system)

  • adding for the above: all servers serve a core where the game runs, so the complete link is core > server > user (maybe more? dunno exactly but thats the basic)

  • massive battles are pre-announced to the devs so they add more servers to the location where the battle will take place, time dilation (a.k.a. the game literally slows down on purpose) is there to moderate the amount of sent and received information meaning it can do 10 times more transfers than normal when at full capacity, but at a slower rate and it also leaves space for the devs to quickly install a new dedicated set of servers specifically for the unreported battle

  • and the thing that was left out: the grid system, and this is the most important and the only one that can actually be an answer to an eventual open-world SCon considering real-time trajectories plus giant amounts of players - divide areas in a large place by important celestials and run those areas on separate servers operating under a core which belongs to the entire system / zone (the general manager), at least when a massive battle is announced / happening (getting a core with subservers for EACH zone / system would be crazy expensive)

 

For those who don’t know what happens when @ 3000 people fight in a tight place, see this:

Google has lots of info as well.

The massive battle you see belongs to 1 lone grid point in the system. There add all the refugees, reinforcements and tactical warp-ins and warp-outs creating new grids wherever they decide to run to (gates, planets, moons, asteroid belts, whatever - oh, each of these celestials has it’s own original standalone grid and players create new ones every time they warp in empty space). Each grid can then receive a server (or set of them) under a core server which links all those grids together.

That’s how i view it at least.

Throw in the specialists!

 

EDIT: have to add that when 2 separate grids come in contact, they merge and are considered a single grid (grids have a 350km radius @ the objects that are in the farthest edges in an area)

Where do we have to sign for this game to become a new Freelancer with battlegrounds (the battlegrounds being the current system)?

I’d throw my money at them, do this and please take my money.

 

Pitty its been said this won’t happen, as has been said Star Citizen will be one of the games to take a good chunk of the player base from star conflict.

Shhh, you can’t mention that game.  Anyway, my graphics card can’t handle it…

And it’ll compete directly with those 2 other games hence not a good business move.

The massive battle you see belongs to 1 lone grid point in the system. There add all the refugees, reinforcements and tactical warp-ins and warp-outs creating new grids wherever they decide to run to (gates, planets, moons, asteroid belts, whatever - oh, each of these celestials has it’s own original standalone grid and players create new ones every time they warp in empty space). Each grid can then receive a server (or set of them) under a core server which links all those grids together.

That’s how i view it at least.

Throw in the specialists!

 

EDIT: have to add that when 2 separate grids come in contact, they merge and are considered a single grid (grids have a 350km radius @ the objects that are in the farthest edges in an area)

Helping to necro this thread. :smiley:

EVE runs in this way:

There are a ton of systems, and a ton of nodes(servers).

In normal situations there are several systems on a single node. When a node becomes regulary overloaded(Like market system Jita) it gets its own node, so it wont have to deal with extra information.

When a huge battle like that happens unannounced, 3 things can be done:

 

-Node gets put offline, system gets its own node to help with delays/server lag/Time Dilation(Slowed in-game time as server requests rise in very high CPU %) but this DC"s all the players on the node which is generally a bad idea.

 

-All other systems get put off the node, and only the high system stays on it. This disconnects everyone in the other systems until the systems are on another node, but keeps the fight going.

(This has resulted in an accidental insta-stop to a battle once, where they also DC’d everyone in the high system, causing the losing party to not log in for a while since they were safe)

 

-They leave it as is

 

And grids can become as big as you want, it will take a very long time to set it up correctly, but you can make grids of several thousands KM’s.

And it’ll compete directly with those 2 other games hence not a good business move.

 

Fair point, opening up a restaurant in a small area where there are 10 restaurants already, is not very wise indeed. 

One can’t help but wish a game to become everything he would want and I for one have been hoping for a proper freelancer replacement for years, any of the other games i have tried have had one thing or another that ruined the experience. 

Ah yeh, this thread. I kinda learned to like this big walled conversation here. I had some final thoughts on this I wanted to post the last couple months, so geektalk ahead.

 

TL;DR.

 

Eve does have free flight and trajectories (double click to set course freely in space). but it’s layed back, also as the term suggests, you only “set a course”, the ship moves only on the server, you only get the final updates, and you only see the stuff happening you just ordered, after the server gives a full ack and actually sends you updates on what is happening. Therefore the sometimes feelable delay in many MMOs.

 

Some Geektalk about the Software side.

to have your ship move the way you press buttons and move your mouse, and for everybody else to see it, your key press and mouse moves have to be sent to every observer and the simulation of the ship has to be started locally before there is an ack from the servers (client side prediction), if that really worked (e.g. you were hit by a torp inbetween, or another player warps into you; sometimes your numbers could be off). Keeping all the players in sync in older LAN games is done by one of the machines (host), while SC offers us dedicated hosts. This makes it also more safe against cheating. (Note, some modern protocols, like Arma2, achieve high player numbers by allowing clients to modify other clients, resulting in excessive cheating and hacking; they did this however, to support clients giving faster realtime updates of what they are doing peer-to-peer; they also did this as a design decision, because they did not anticipate so much success for a niche market military simulation, used to create the famous DayZ mod;)

 

FPS behaviour needs the server to run the physic steps way faster than it does in mmo style protocols, to be able to put in keypresses more exactly at what time they happened. However, all the servers send are “updates” and “corrections”, but not the full “descriptive” data of the thing you observe, you dont need updated x y z playername, etc. sent along with every click, sometimes not even what this click would mean, because it is obvious to the game engine, so it can really be just a couple bytes per action.

your client has to know about every single ship in the current instance from the start, otherwise this logically would not work, because everyone tries to run the same simulation locally. entering new ships would cause lag. but you get small data updates which can be sent in rapid succession. All FPS have this kind of protocol structure since quake. Some techniques also developed in RTS games, like aoe2, might also be handy and are often used to create a cross between FPS and MMO, like planetside 2 or CCPs “Dust”.

 

in an mmo, since the data you get about something you just entered visual range into, is descriptive in nature, and you might not know anything about that object before, you have more optimizations to make this data stream better, therefore, the protocol runs on a lower framerate per second in terms of physics and has usually more data per frame and more overhead, as already very well described in many of these posts.

Basicly, every client runs the simulation, and the server “integrates” the various input into a global decisive state, which everybody has to be updated about, and decides who shot first. In an MMO, the server also decides which client sees what, or has to prepare clients about new things (descriptive data), while in an FPS, usually, all clients get every update, to keep the simulation correct (sometimes only blacking out unseen and unimportant information to prevent cheating)

 

This means also, your MMO protocol can send ludicrous amounts of different objects real time appearing in your vicinity, but to be able to do that, it has higher timeframes to transmit this amount of data in time (because it makes less steps per second in simulating the physics). Keep in mind, all I just wrote, still do not take the rendering on the client (3d) into account yet. Some posts already nailed that pretty much in detail. Since an MMO wants to send a lot of data every now and then, they also use more TCP - the standard protocol for the internet, which also HTTP runs on - so the arrival of the data is secured by nifty measures in this protocol. A highly action packed game like SC needs to use UDP, which is kind of a minimal subset of TCP, because its not that hard to resend some lost small packets and much of TCP would be overhead, resulting in too big packages again, but on the other hand it would be devastating, if in an MMO a server has to resend larger amounts of data again and again just because of packet loss, so they mostly stick to TCP.

 

Since 3d needs an extra dimension, indeed many mmos only run in 2d, giving funny exploits, like the walking-in-the-air exploit in wow back then, because the third dimension was actually controllable by the client. So to keep 3d fluid, some part of your protocol is sent peer to peer and not checked by the server, just to keep your characters fluid. It also shows, which information is needed for the combat system usually, so basicly, wow allowed (back then, they changed a lot) you to hit enemies 500m straight above you with a close range weapon, theoretically, which you could exploit in maps, or “got exploited” by mobs if they glitched in the terrain.

 

Basicly this means for a player, you can click a bit slower, because sometimes it does not make any difference, which is great for EVE because in big battles, things can happen pretty fast even playing like this. However, the Adrenaline Rush of an intense Eve Battle is not the usual ongoing game experience, and the gameplay is also more strategic in nature. Also, you get fed a lot of Propaganda, which is kinda funny and gets really addicting once you enter the politics part of the game and start to read up about what alliances do, not really caring so much about the highly dangerous “blue” sectors anyway.

 

Lately, there is also a lot of interesting articles in the net (Google: Glen Fidler Game Physics)

In my (youthier) youth, much of this was still not openly presented on the web, also there are tons of source code examples in open source projects in all areas (MMO: UO Emus, FPS: Quake, parts of unreal network code, RTS: a bit less, but there are some, however it is kind of a mix of the two anyway; also, Blizzards Editors do show a lot of how their system actually works, and parts of blizzards sc2 engine are also well documented openly; apart from Replay files, which actually show you a big deal of the network code, because, it is basicly the transmitted network code log)

Network programming is also worth studying if someone is undecided and is doing CS or even IT, because there is a big need for skilled people there globally, and the occasional good pay if you have such basics, gives you a lot more time to study details, work less, earn the same, stuff like this. A lot of todays Software used in the web was at some point mentored by people with game network programming experience.

 

Otherwise, a project aimed to make Open World Sandbox approaches was on kickstarter: Elite Dangerous by the creator of Elite. That game actually started it all for me, back on the C64 with the tape recorder. But still, it might not be what you hope for either.

 

I think SC has a good position on the market, and really takes up the Freelancer vibe and even serves me as veteran Descent or Battlefront robo ceptor player exactly what I hoped for. PvE also heavily reminds me of that failed Star Wars flick intro, where I realized I had forgotten to bring a gamepad into the cinema.

It really has most of the things I missed in Eve, but almost nothing in Eve wants me to go back into it, as long as this is up, maybe even not after. Some people will still love Eve more, but sorry to say, Eve does pretty much everything to be best at what it is, geekly-wise.

And Dust could still have an impact on their MMO scene, if they finish their PS exclusive contract and release the PC port. They still need to optimize that game. But that’s not SC either, that’s space-battlefield-halo.

 

Another game which my corp plays, a MOBA named Starbattle (we play since version 1, now at version 3), on SC2, always impressed me by the community part of that particular map, which was fueled by some eve and dota veterans. The team play aspect of SC is really what it makes it shine, so yeah, space feels more crowded with 12 enemies and 12 friends all the time, or even 6v6, than 100 friends and 1 enemy docked in stations most of the time.

 

I am also sure, games evolve, and SC could hit higher barriers (32v32? just imagine it, thats almost 3 times as many players in a game), depending on their ongoing success over the years. Also, abstract forms of openness, or strategic decisions in Sector Conquest could immerse way more into an “Open World” while keeping up the action packed gameplay. Rome wasn’t built in just one day.

abstract forms of openness, or strategic decisions in Sector Conquest could immerse way more into an “Open World” 

 

good enough to sate player demands imo. you don’t have to truly create an open world governed by physics because you can still deliver the key ingredients without it. Devs only need to find smart ways of hiding the seams and mask the fact that it ain’t really connected.

Shhh, you can’t mention that game.  Anyway, my graphics card can’t handle it…

 

lets put it this way. My PC needs a upgrade then,

Fair point, opening up a restaurant in a small area where there are 10 restaurants already, is not very wise indeed. 

One can’t help but wish a game to become everything he would want and I for one have been hoping for a proper freelancer replacement for years, any of the other games i have tried have had one thing or another that ruined the experience. 

Don’t come to where I live.  Restaurants come and go, there are too many.

 

lets put it this way. My PC needs a upgrade then,

I have…integrated graphics…  Intel i7-3612QM, so my CPU can handle it for sure, but looking at benchmarks my graphics card can’t.  I saw on their forums at least one “almost supported” graphics card caught fire.

 

I have…integrated graphics…  Intel i7-3612QM, so my CPU can handle it for sure, but looking at benchmarks my graphics card can’t.  I saw on their forums at least one “almost supported” graphics card caught fire.

 

Dude, its time to upgrade! 

For those who don’t know what happens when @ 3000 people fight in a tight place, see this:

 

Google has lots of info as well.

The massive battle you see belongs to 1 lone grid point in the system. There add all the refugees, reinforcements and tactical warp-ins and warp-outs creating new grids wherever they decide to run to (gates, planets, moons, asteroid belts, whatever - oh, each of these celestials has it’s own original standalone grid and players create new ones every time they warp in empty space). Each grid can then receive a server (or set of them) under a core server which links all those grids together.

That’s how i view it at least.

Throw in the specialists!

To add, here:

 

The way they make these huge battles work is by pooling resources from various servers into one single node. And, by node, I understand it’s something akin to a server rack, not just one machine.

 

When these battles occur, they pool several servers’ resources together so the battles can run smoother. TiDi isn’t JUST allowing the servers to process everything, it’s an automated system that does that AND, most importantly, and this is the most impressive part of their work, it automatically pools resources from nearby nodes not using theirs and uses them to not let TiDi strain too much.

 

 

Bear in mind that the reasons CCP makes a daily downtime on their servers is because they have, not one, but TWO supercomputers running their two EvE servers (Singularity and Tranquillity) and Dust 514’s interface with EvE and, as you should know, those systems are incredibly complex and expensive to replace. Shutting them down (rather, letting them rest) for 15-20 mins daily is a very good solution to their problems. The second reason is that a daily maintenance schedule is a heck of a lot better for everyone (depending on timezone) than a weekly one that lasts for hours to do a similar job.

 

 

Dude, its time to upgrade! 

http://www.youtube.com/watch?v=EMR-NIEKclI

Dude. I love transformers.

Dude, its time to upgrade! 

It’s a laptop!  I wanted a CPU powerhouse, I didn’t think I’d get caught up in games.

It’s a laptop!  I wanted a CPU powerhouse, I didn’t think I’d get caught up in games.

 

In soviet internet, GAME plays YOU

An open world neeed so much work. I also want to fly away my little ship, but as Error says, the game will not have open world as EVE.

THIS is what Star Conflict COULD BE. SOOOOO sad they canned this game!!!

 

http://www.youtube.com/watch?v=HS_mCJZKOjE

http://www.youtube.com/watch?v=TZxCr3j9UEg

 

This game had a “Sector Conquest” to it, but you actually fought IN the sector. Anyone could join as long as they were within the correct Level Range. Yeah it made for some unbalanced matches at times, but that was how you took over sectors was by teaming up, and making a coordinated attacks. Also, with people able to come in at any time the tide could easily change in the blink of an eye.

 

Just Google “Black Prophecy”.

THIS is what Star Conflict COULD BE. SOOOOO sad they canned this game!!!

 

http://www.youtube.com/watch?v=HS_mCJZKOjE

http://www.youtube.com/watch?v=TZxCr3j9UEg

 

This game had a “Sector Conquest” to it, but you actually fought IN the sector. Anyone could join as long as they were within the correct Level Range. Yeah it made for some unbalanced matches at times, but that was how you took over sectors was by teaming up, and making a coordinated attacks. Also, with people able to come in at any time the tide could easily change in the blink of an eye.

 

Just Google “Black Prophecy”.

 

Sure some ideas were good, but they as a company took peoples money and then closed its doors. 

Considering the half price six month license discount, initial removal of permanent stickers, initial time limitations of painting ships, doubling of cost for black and red, etc, I’m questioning their financial stability.  It’s like they’re begging for money more than setting up a solid revenue base.

Considering the half price six month license discount, initial removal of permanent stickers, initial time limitations of painting ships, doubling of cost for black and red, etc, I’m questioning their financial stability.  It’s like they’re begging for money more than setting up a solid revenue base.

 

They could make tons of money if they make senseful things, doubling the prize of some colours (when there are so few) will not solve their finalcian problems (in case they had).