Re: Multiplayer. My personal plea to wolfire.
Posted: Tue Oct 25, 2011 8:17 pm
Well you could just have toggleable server settings for that, you wouldn't need a different mode...
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Wait, are we playing Dungeons and Dragons; Overgrowth Edition?adwuga wrote:...who will be controlled by the party leader...
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Bad ass Ascii art pending
http://www.alexa.com/siteinfo/taleworlds.comGarabaldi wrote:Although admittedly Mount & Blade didn't have multiplayer until Warband, I imagine it saw quite a rise in popularity and marketability with that addition
Why not? Same question.Korban3 wrote:Why combat?
I think you underestimate how much it has the potential to boost sales and expand the community - any expansion of the community is good, but the subset of any community working on custom content will always be a small and dedicated group of people, only because most people don't have the patience, know-how, or desire to learn how to modify a game and import their own content - I'm just going to pull a number out of my ass here and say something like 5 out of every 100 people that preorder Overgrowth would learn how to modify the game in some basic way - that number is probably even be a little generous, but I don't know - you know where I pulled it fromEndoperez wrote:So what does Warband tell us? Adding multiplayer in an expansion boosts your sales for a little while but doesn't increase the long-time community involvement that much.
It is easier to implement multiplayer that is not dependent on lag than multiplayer that requires minimized lag. World editing can be done to work even with lag. Combat can't. Racing can be made lag-independent if the players can't collide with each other. Co-op can also be made lag-resistant as long as players can't collide with each other. PVP combat can't.Garabaldi wrote:Can't I have it all?
I cited facts. The Mount & Blade forums' traffic only increased slightly - after the initial spike, of course. Even if that isn't the whole picture, if the official forums only get a little more traffic, why would the effect be any greater anywhere else?I think you underestimate how much it has the potential to boost sales and expand the communityEndoperez wrote:So what does Warband tell us? Adding multiplayer in an expansion boosts your sales for a little while but doesn't increase the long-time community involvement that much.
That'd match co-op game mode, or online editor mode. Have fun with a friend, do stuff together. If there's a lull in combat/action, you have time to chat.I'm sure Warband was a financial success (it gave them enough to fund another expansion and development of M&B2, anyway) built on the backs of the already established niche community that was attracted by the novel gameplay that no other game provided - Overgrowth is similar to M&B in this regard.
Multiplayer simply made a lot of people who never would have paid attention to M&B before take a look - same thing with Overgrowth - people who otherwise wouldn't ever think about buying the game might reconsider when they learn they can play it with their friends. Surely Minecraft's multiplayer aspect was hugely crucial to its success - Minecraft still may have done very well without any multiplayer component, but I'm positive a huge number of people bought it solely because they could build, chat, and mine with their friends online.
Firstly, if 1v1 footage exists, point me to it because that would really help this discussion!Endoperez wrote: 1v1 won't work either. The combat is fast-paced and kills happen quickly, so 1v1 match would be over in perhaps 10-20 seconds. How many of those matches would you want to play before wanting to do something else? 20? 30? That's about five to ten minutes. It might work with bigger levels, but then it'd become stealth sneaking game, but that ignores Overgrowth's combat (and jumping, since those'd be highly visible) and turns it towards something that's not the main focus of the game.