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How the MMORPG industry is shaping itself around World of Warcraft.

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metaphysician Since: Oct, 2010
#101: Nov 7th 2011 at 1:01:00 PM

[up] I don't think you can really do an MMO using Fallout's engine. Too resource intensive, and it doesn't handle time desynching at all. Same reason why multiplayer on Skyrim is a dumb idea.

Note that calculating things like bullet trajectories is a *big* increase in compute load versus doing a quick statistical Hit Roll, then running either a hit or miss animation.

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pvtnum11 OMG NO NOSECONES from Kerbin low orbit Since: Nov, 2009 Relationship Status: We finish each other's sandwiches
OMG NO NOSECONES
#102: Nov 7th 2011 at 2:55:25 PM

Oh no, I wasn't suggesting using the existing engine and tossing it up as an MMO platform. Only that the end-result - the look of the game - was nice, and if an MMO felt like that, I'd be totally cool with it, barring some obvious changes to sync players (so no VATS) and stuff.

There would be no slo-mo bullet cam for Dramatic Effect; only a simple hit or miss roll, followed by critical hit chance, damage roll, DoT and/or AoE effects, and all that other number-crunching stuff...

Happiness is zero-gee with a sinus cold.
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