Jump to content
PlayerOne
Members-
Content count
29 -
Joined
-
Last visited
Everything posted by PlayerOne
-
#realestate Can you own a real estate company ?
PlayerOne replied to Businessmann's topic in Ideas & Suggestions
i have to say that im not a fan of instances. they break immersion. all these compromises just because they didnt go for a powerful back-end solution add up. i think im out here for a while. -
#realestate Can you own a real estate company ?
PlayerOne replied to Businessmann's topic in Ideas & Suggestions
are apartments in seperate instances? so the same door could be a "portal" to the apartments of many players? why would i want to rent a house if there are unlimited cheaper apartments? -
whats the biggest difference compared to the alti's life mod?
-
Which Cars/ Vehicles Would you like to see?
PlayerOne replied to DoctorFosterGloster's topic in Ideas & Suggestions
i want to use a self-driving taxi service -
sometimes a child dies no matter how much you love it. i really dont get why some people here think that the first module can prove anything. what do you think the first module will bring to the table? if you expect too much from the first module you could get disappointed
-
you just need to call it early access i agree to a certain degree though. the initial hype is a great opportunity. for games that dont rely on the narrative - sandbox games - it should be more important to test the game early in development. at least thats what garry newman wrote. the quote is from the mid 90s though.
-
sounds more like CIA
-
the quote is stupid ofc. nowadays you update / patch a game via the internet.
-
a static world with a chat. thats it. thats not a game.
-
how do you know that a lot is done? i cant find a video that proves anything.
-
already done that? how can they do that without a game?
-
im sure your bragging is very helpful here. but you should get an ssd.
-
no. maybe summer 2018.
-
if none of the applications that you use needs the hardware that you buy it definitely is a waste of money. especially when you are 15 years old and dont make any money.
-
wait until the game is relased. maybe it will never be released and you bought a new pc for nothing.
-
there is no difference if you have the data on servers of a typical game server provider or on the servers of amazon, microsoft or google. you can make exclusive deals with amazon, microsoft, google too. "just fine". yes, just fine. except that you can see the technical limitations when you look at survival games. funcom thought it will work "just fine" and then had to fire their prefered server provider 4 days after release. and funcom has a little bit more experience than asylum afaik. i mean, what has the ceo worked on so far? a mod and mortal online? these discussions come up every time a new service goes public and makes things so much easier for devs. steam as a publishing platform. social media as an advertising platform. unity/unreal as development tool. and now with cloud services.
-
especially criticism from someone who doesnt know shit about it. very valuable.
-
and your job here is to decide whats convenient and whats not?
-
do you think they build their own server farm in their living room? seems to be unlikely given the size of the company with.. how many? maybe 3-4 people and a couple of freelance artists? and the community servers around the world? i guess if file verification methods would be too unrealiable, cloud platforms wouldnt be a multi-billion dollar business.
-
im not an expert. so i dont know how exactly all of this works. but let me add one more thing. what typically happens in games is that many players want to be an admin and they rent their own servers. but on 90% of these servers only a hand full of people play. if devs can get players to pay them instead of server providers then they can use it to pay for the cloud costs. but because the cloud costs are usage based the devs could make a profit from servers only a few players play on and use the money to pay for the usage costs of their own official servers with many players. and they could do what many community servers do and charge for premium slots because nobody wants to wait in a queue when the server is empty. so there could be additional revenue opportunities.
-
that's google's job. as a dev you dont have to worry about that. the data wont be limited to a single server. that's the thing with spatialOS: it distributes the data and work loads between servers.
-
what do you mean by control? Therefore, over the coming year Unreal Engine 4 will become a first-class integration for SpatialOS, for use both as a client and as a server-side worker. This process will start with an experimental SDK that we plan to make available by the end of March 2017.
-
"the cloud" are physical servers too but connected in a huge data center. i think right now you dont even have to pay for it during development if you use spatialOS on google cloud. unreal engine isnt fully supported yet but its coming along. https://improbable.io "Find out more, on our GDC page. We’ll also be updating developers on our SpatialOS Games Innovation Program with Google. The credit system from this program will enable games studios to build, deploy and test games on SpatialOS up to the point of commercial release with significantly reduced, and in many cases completely eliminated, SpatialOS usage costs, including cloud computing fees. We hope this promotes experimentation, much earlier user testing, iteration of games, and an explosion of new ideas – these credits are intended for indie teams, new studios and small, innovative core teams in established larger studios."
-
they will have to pay for official servers and players for community servers anyway. the difference would be that community admins send the money to them instead of server companies. you cant know if it costs more to use cloud infrastructure. and its scalable. if they decide the build a map with all 3 cities and 900 players, they can just do it.
-
hehe. no, what i meant is they should talk to google or microsoft and use their cloud platforms instead of building their own server backend.