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Reader Comments (36)

Posted: Dec 8th 2010 2:41PM Crestfallen said

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I can neither confirm nor deny any participation in this event, but if I had been it would have been awesome. I'm just saying... that you know, I can't say.

Posted: Dec 9th 2010 9:25AM (Unverified) said

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@Crestfallen
I can neither confirm nor deny that I had or had not any participation or lack thereof in the first RIFT Beta but if I had which I may or may not have it would or would not have been a great time and I may or may not be looking forward or not looking forward to the next beta which I may or may not be participating or not participating in come the 17th or it may not be on the 17th
All this is purely theoretical as I can neither confirm nor deny that I may or may not be part of the Beta which has been mentioned
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Posted: Dec 8th 2010 2:50PM Glorbo said

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I WANT TO TALK ABOUT THIS GAME SO BAD! Uguuuuu~

Posted: Dec 8th 2010 2:56PM Ocho said

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I tried and tried to get a beta key and was not successful. This sounds amazing, though. :) Can't wait to hear how it is once the NDC comes down (or I get a key for the next beta... whichever comes first)

Posted: Dec 8th 2010 2:58PM amanos said

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ok i was sure the spawn of rifts on sataruday was an event x)

Posted: Dec 8th 2010 3:03PM Nasq said

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Do want!

Posted: Dec 8th 2010 3:17PM Schwinghammer said

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"Where we had hoped and expected to see invasions rampaging across the countryside, instead the population density had become far too high, such that invasions weren't even getting off the ground."

It should have been bloody obvious that something like that needs to scale dynamically (as appropriate) with the amount of players in the area, even before they wrote the first line of code. Sigh.

Posted: Dec 8th 2010 5:04PM Vagrant Zero said

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@Schwinghammer They made a slight miscalculation that they then fixed THE NEXT DAY and you're seriously bitching about it?

Do us a favor "bra" and stay off the net when your Aunt Irma is visiting eh.
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Posted: Dec 8th 2010 5:54PM mxt4347564czjv00q9w9qb1tppfr46hb said

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@Schwinghammer
"
It should have been bloody obvious that something like that needs to scale dynamically (as appropriate) with the amount of players in the area, even before they wrote the first line of code. Sigh.
"
Yes it should have, and this lack of planning is unfortunately apparent throughout the game, in particular in the flagship features.

Dynamic respawn rates are, as you've pointed out, a -requirement- of any MMO claiming evolutionary, revolutionary, next generation, or even "new" status. It's hard to imagine a modern design document could have been written without this concept included.

Seriously, here:

R = P / M

R= Respawn Rate modifier of 0 - 100, capped at 100
P = Player population in a given area
M = Monster population in a given area

100 players, 100 monsters, modifier of 1, do nothing
100 players, 50 monsters, modifier of 2, maybe spawn a few more
100 players, 25 monsters, modifier of 4, spawn a few more
100 players, 10 monsters, modifier of 10, spawn more
100 players, 1 monster, modifier of 100, spawn LOTS more!
50 players, 1 monster, modifier of 50, spawn LOTS more!
50 players, 10 monsters, modifier of 10, spawn more
50 players, 50 monsters, modifier of 1, do nothing
25 players, 50 monsters, modifier of 0.5, do nothing
1 player, 100 monsters, 0.01 modifier do nothing

Trigger the calculation based on the death of every monster to avoid the load of a server side timer. Asynchronous events FTW!

Really? That was hard?
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Posted: Dec 8th 2010 5:57PM Schwinghammer said

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@Vagrant Zero Irma? What?

And it's just an observation. If the team is missing obvious things like this it says a lot about the project. It could turn out great for all I know, but so far I haven't seen all that much. /shrug

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Posted: Dec 8th 2010 8:29PM Crestfallen said

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@mxt4347564czjv00q9w9qb1tppfr46hb

Sweet! You're right, that wasn't hard!

Now get us an invite to the beta test of the MMO YOU imeplented that algorithm in and we'll see if it works!

It wasn't hard, but yours can't be proven to work until you get that MMO up and running.
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Posted: Dec 9th 2010 12:40AM Tizmah said

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@mxt4347564czjv00q9w9qb1tppfr46hb Theres a lot more to think about than that I'm afraid.
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Posted: Dec 9th 2010 1:51PM person14 said

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@mxt4347564czjv00q9w9qb1tppfr46hb

You forgot a couple of scenarios in your simple calculations.

500 players, 1 monster, modifier capped at 1, still not enough mobs.
1000 players, 1 monster, modifier capped at 1, still not enough mobs.
2000 players, 1 monster, modifier still capped at 1, still not enough mobs.

If you took the time to read the article, you would see that their dynamic content generator couldn't keep up with the "crowd density" with "so many people in so few zones."

Other things that you missed from the article include:

1. It was the FIRST closed beta event. First, meaning no others had occured before. Beta meaning the game isn't finished yet.
2. They had to double the number of servers to accomodate the number of players. They didn't really have to do that, they could have just denied a lot of players access. But they did the good/right thing and ramped up.
3. They adjusted for the population on the fly! They didn't just say "Oh this sucks, guess we have something to work on." No, they got off their butts and made immediate improvements.
4. Judging by the "hell of a sight" comment, it is apparent that once they tweaked the numbers a little they got their intended result. Not bad for a 3 day beta event.

My point here is that although the game isn't perfect, Trion is working to fix the problems. They aren't just sweeping them under the rug and hoping nobody notices at release.

So let's hope they are learning from these beta events, and when the game goes live, it is better than we ever expected.
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Posted: Dec 9th 2010 6:11PM mxt4347564czjv00q9w9qb1tppfr46hb said

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@person14

"
500 players, 1 monster, modifier capped at 1, still not enough mobs.
1000 players, 1 monster, modifier capped at 1, still not enough mobs.
2000 players, 1 monster, modifier still capped at 1, still not enough mobs.
"

each of those would be, respectively:
500/1 = 500 (which would result in a modifier of 100, spawn lots of mobs)
1000/1 = 1000 (which would result in a modifier of 100, spawn lots of mobs)
2000/1 = 2000 (which would result in a modifier of 100, spawn lots of mobs)

More mobs would be spawned LONG before it got even to 200, so your example isn't plausible.

Hooray for math & logic? Really, if you had read what I wrote, or even put your numbers through the formula, you would see it isn't that hard, and it's even more inexcusable that all MMO's don't have such a system, given how trivial it is to design & implement.

Especially when you trigger the respawn modifier on the death of every mob. It would not be possible to run out of mobs with such a system.
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Posted: Dec 8th 2010 3:23PM JayFiveAlive said

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I originally was pumped for this game, not so much now. Will see...

Posted: Dec 8th 2010 3:33PM technogecko6 said

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@JayFiveAlive IMO it shows that they are moving forward, listening and improving the game. Why would you be less pumped? Expect it all to be 100% perfect day 1 of closed beta 1? ;)
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Posted: Dec 8th 2010 3:47PM Dril said

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@JayFiveAlive

As I said in your other comment, I'm the other way around. It could help that I set my expectations so low after all the bullshit from other MMO pre-hype that I was pleasantly surprised by Rift.

Or I could not have been, since I might not have been in the beta. Maybe.
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Posted: Dec 8th 2010 4:12PM JayFiveAlive said

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@technogecko6

I am glad they are open to changing some stuff, but I see no mention of stuff I am concerned with :P I have not given up, but my expectations are much lower than they were.. say two weeks ago.
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Posted: Dec 8th 2010 4:13PM JayFiveAlive said

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@Dril

It's definitely partly my fault. I have been itching for a good new MMO and was setting my bar higher and higher the more I researched Rift. I tend to do that lol. but like I said, I have no given up on em yet! :)
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Posted: Dec 8th 2010 4:33PM Sunlover said

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I cannot comment on this. What I will say is this: cake, pie, and cookies. Take from that what you will.

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