Today Mutable Realms added the tale of a young imp Beezil and his experiences in Ganedan since crossing over from the harsh lands of Nadirak in "Finding a Place" to their story section.
Within a column of marching fellow imps, Beezil staggered and stumbled, complacently carried along with the tide as they moved directly away from the chasm that had breached their world. He couldn't think at this point, there was simply too much for his sheltered mind to comprehend. This new world both exhilarated and terrified him.
Wish at Dragon*con Print News | Mail News From Nathan Hanish, Wish Client Developer:
If anyone is coming to Dragon*Con this next weekend (Labor Day, Atlanta), please swing by the EFF track in the Piedmont room around 10PM on Friday night for a panel on next-generation MMO's. I'll be there, up front, with a Wish shirt on.
Forum Bits: Performance from 1.0 Print News | Mail News Seems the graphics discussion thread has been quite active lately. Acerz21 mentioned some performance issues in beta 1.0 and to this Duncanfoo yet again came to the rescue saying:
We've improved the performance considerably from 1.0 (and the E3 version that some of might have seen), while improving the graphical quality of all the games models.
We are currently working on new avatars for each of the playable races. However, it is unlikely that all of these will be ready for beta 2.0.
and also said:
This is nothing new, the server always split the view to limit the number of renderered models and network bandwidth consumed. We have refined the techniques that the server uses to do this for beta 2.0 to provide more natural feeling splits and the level of detail stuff that I posted above.
Much of the lag that you noticed in beta 1.0 was actually in the client side rendering engine, and we have worked hard to help resolve this.
You also seem to confused what "split" means. It doesn't mean that the server forks or something like that. It simply means that you cannot see as far. If you move towards the edge of the view radius you'll see more characters/monsters pop-in.
We never supported a global chat room for all players ... a chat room with 10k+ players would be insane. There is the spatial chat which you can use to talk to everyone within view (up to 50M radius). In addition there are non-view related chat rooms like guild chat, group chat and private chat rooms.
Thanks for clearing that up to Duncafoo and keep up the posting spree!
Forum Bits: Load Splitting Details Print News | Mail News One of our members, Pentele, asked for more details on when the server decides to start doing load splitting. Duncanfoo replied:
There are levels of detail for the splitting. So you see constant updates for players and monsters that are close to you, and less frequent updates for those players and monsters that are further away.
The ranges depend on how many things are around you. If there are too many then the server will split up the views.
The field of view range is somewhat configurable on the client. However, its possible that the server will split to a lower view range than you have configured because there are simply too many people around.
Note that splitting behaviour while using the same basic idea, has changed quite a bit from beta 1.
Forum Bits: Load Splitting Print News | Mail News Back to the thread about the graphics load of games, Shinnai asked how server load splitting would affect offensive spells like a fireball spell in PvP if you coudn't see the person casting it. Server load splitting is when you have too many people in one area and the server will split people up and you will only be able to see a small amount of people instead of everyone in that area. To this, Duncanfoo replied:
I can see that this might be annoying in the pathalogical case that this occurs.
On the other hand what is the alternatives? One would be to avoid the spell effect on objects that you cannot see... in this case, however, there are certainly race conditions that occur when things are moving around which would make it so that either do or do not effect things that you think you should affect. Also, in the case of positive spells this would not be the desired effect either.
Another alternative would be to show all objects in visible range regardless. However, this doesn't work. Even if the client and the server could handle this, the network bandwidth could not. 1000 visible players all moving at once generate 1,000,000 messages (1000 to each of the 1000 connected player) and that is alot of bandwidth.
Forum bits from around the web! Print News | Mail News We have a few forum bits from around the web, let's start off with our good friends at WarCry where Dana 'Lepidus' Massey, World Designer for Wish, stops by and answers a few random questions. Dana first takes on how Wish is going to handle many people in one area:
1. How do you intend to deal with 10000 people crushing into one location attempting to participate in a Live event?
Lepidus: Simple. We wont be doing "one event" at a time. Live Content will be on-going and all around. Thus, there is no reason for everyone to run into one spot.
...and if they did, the servers are designed to "split" so you see less and less people (people in your immediate vicinity remain obviously). So in theory, everyone could run to one spot without blowing everything up.
And here Dana fields the ever present question about competing with WoW and EQII:
2. How will your game compete against WoW and EQ2?
Lepidus: We don't intend to. EQII and WoW are level-based games that are going for an entirely different market, playerbase and playstyle than Wish. Sure some people will be interested in both, but save the "MMO" letters in the title, I don't really see that much similar.
Now its just a hop skip and a jump to see Dana and Marc 'Wish.Master' Laukien over at Stratics.
First, Dana deals with how the client will be available for beta 2.0
Lepidus: Downloading the beta might be a bit of a fight
..but plenty of our testers work off dial up and play without issue. Obviously, the faster the better, but dial-up is functional.
Next Dana talks about the difference of being holy and using "Diving Magic in wish.
Lepidus: Our "clerical" magic is called "Divine Magic" for a reason While granted by a divinity, it does not mean that you must be holy to practice it.
Ande once again Dana answers the question on what skills will be mutually exclusive:
Lepidus: Some things will be mutually exclusive (being one eliminates the other), but the only one we are totally settled on to date is Necromancy-Divine Magic.
Marc then jumps in and talks about the actual size of the client they are expecting for Beta 2.0:
Marc: For the old beta, it was about 600MB (compressed). I quite frankly don't know how large the beta 2.0 download will be, as we are constantly adding new stuff. My very rough estimate would be 1-2GB (compressed, it will be more on disk).
And finally, we see Marc address how the client will be available, and will having more bandwidth (high speed connection) give you an advantage in PvP:
Marc: The download will be available from our own dedicated download servers. A higher bandwidth doesn't give you any advantage for running or PvP.
Developers Posts Page Print News | Mail News Missed a Mutable Realm develper post on our Boards? Can't find one you remember reading and either wanted to reread it or reply to the dev who wrote it? Just want to see what they have been posting on lately and how much they hang out on the boards? Well fear no further because we have compiled an easy way for you to do all that for each MR dev who posts on our boards. It's a new feature listed on the left, the "Developer Posts" page. It's broken down by developer, their real name, their tirle, and their VN Board nickname. Check it out and stop by those dev threads and let's hear that feedback!
Forum Bits: Graphics Load Print News | Mail News One of our forum members, wraith006, started a discussion about how he hopes that MR can find a way to handle having many players in one area without bogging down the server or client. He points out examples of the bazaar in Everquest and theed on Naboo where you had many players in one area, whiched caused a lot of lag. To this Lepidus responded:
The servers can cope with the eventuality that everyone decides to go to one place. The reason is that our servers will realize when the load is too much and split that load. This means that you cannot see the people who have been split, but given that there would have to be a large number of people directly around you, you probably wont miss them.
We also have things reduce in quality the further away they go. One of our main goals in this phase of development has been to improve performance.
Sounds like an interesting system they have developed. Thanks for the reply Lepidus!
*edit* In replies to the same thread it was asked if the server splits would mean you may not be able to find someone if they splitted the two of you into seperate groups and if area of effect spells would be affected by the split. To this duncanfoo replied:
The server splits based on the number of people and mobs in the current area until there are a manageable number in the clients view. This does unfortunately have the consequence that if there is a very large number of people in your current area its possible you will not see the person you are looking for.
With respect to area of effect spells, the splitting does not effect this.
Player Guilds Listed! Print News | Mail News As we never stop working on the Wish Vault, we have the honour of introducing our latest addition to the site today: a player guilds database. You can find the link to our list of player guilds in the navigation bar to the left (under the header "community"). But... as you'll notice, that list is pretty much empty for now. To solve that problem, we need your help! If you want to see your guild listed here on the Wish Vault, head over to our submission form and send that data over. As soon as it's approved by one of our staff members, you'll be included in the list.
Videos and FAQ update Print News | Mail News Now before you get all excited, they aren't "new" videos. The Wish Vault has just completed the construction of our Video page. Almost each and every single video on our page is an exclusive, released to IGN, and subsequently to us here at the Vault. The largest, by far, collection of Wish videos. The videos being captured from Alpha and Beta 1.0
Also note that the FAQ is very much up to date with the latest in dev posts, chat, and even the latest RPG Vault article on their Three Tiered Guild system has been integrated into it. Everything is conveniently marked "NEW" and "UDATED".
Check out both the videos and the FAQ and stop by the boards and let us know what you think.
Forum Bits: More on Dropped Items Print News | Mail News back to the thread about dropping items I asked if there would be a way to drop something on the ground and not have people being able to steal it, while at other times making it so anyone can take what you drop on the ground. Lepidus replied:
This is one of those rules that we can and will fine tune based on feedback over the testing process. We're well aware of it and will try to find the most flexible option for players.
Forum Bits: Dropping Items Print News | Mail News One of our members, RubixKubix, asked on this thread if you are able to drop items anywhere in the world, using UO and Morrowind as examples. To this, Lepidus replied:
However, yes, you can toss anything from your inventory on the ground. It will decay eventually, but you can toss it on the ground.
This answer seemed to satisfy RubixKubix but Hyrrix went on further to inquire if each dropped item would have their own 3d models or if it would be a generic model, like the DAOC loot bags. Yet again, Lepidus comes to the rescue with the following reply:
At the moment, it is one of a couple generic props. This may change over time, but at the moment we have no plans for that.
Ah well, I'm sure it isn't at the top of the list for things MR wishes to implement before release. Thanks Lepidus for your reply!
Super Secret Beta 1.5 Info! PnC [Post A Comment] - Print News | Mail News On another very rare occasion, Marc 'Wish.Master' Laukien allowed for the release of super secret beta information. Therefore without further ado, a few limited posts from the closed beta 1.5 boards:
Originally posted by Lucky_Luciano First of all, don't get me wrong : I love the PnC movement system, but I'm just wondering what steps have been taken to enhance the movement system and to squeeze out every bit of advantage this system has to WASD movement.
During beta 1.0 I read some ideas from the devs :
It would be possible for a player to click on a signpost along the road, and you would start running to that place via the road.
Something like "shift + click" would back up your character a bit.
A player could click on a signpost above a shop, to enter the shop quickly.
Waypoints : You could place a few waypoints to run around an agro group, for example.
Did any of these ideas make into the game ? I thought those additions were great and would surely enhance the movement system, but I didn't hear anything from it again...Maybe other enhancements have been implemented also ?
Originally posted by duncanfoo These are all excellent ideas. We are working hard on enhancing the PnC movement system with some of the above suggestions. It will also be possible to talk with the guards in the towns to be automatically navigated to the local vendors.
Regards, Matthew
Originally posted by Hyrrix Theoretically it'd be possible to have a WASD-movement associated with the PnC system, right? I believe L2 uses something similar (and fails horribly). Is that planned as well?
Originally posted by duncanfoo We do not intend to do this. We feel that this would just feel like a half-assed effort to do keyboard movement. Either we do it right, or not at all.
A leecher is a parasitic, carnivorous plant creature which has evolved in a unique way to acquire sustenance. When an airborne leecher spore lodges itself in a living person's throat, there is a small chance that it will sprout and grow. Without swift treatment, the victim suffocates as the leecher threads its way throughout the host body's systems and assumes control of basic functions. Feeding off the corpse as it decays, the leecher uses it to move to a new location in search of a new host.
New Lore: Katrillin Hunting up History [Post A Comment] - Print News | Mail News For those who prefer words above images: do not despair! Mutable Realms had your cravings for new lore in mind, as another story has been added to their stories section. This new one is called Hunting up History, and has been written by Katrillin - daughter of the now famous Kitterwen. A snip:
My name is Katrillin, many times descendant of Matterjak the Accomplished and daughter of Kitterwen, Chief Historian of Ignilly University . I've been criticized for the informal style of my treatises by many learned sages, not to mention those who disagree with my involvement with the Redeemer Company. To such naysayers, I would like to begin with a quotation from my famous ancestor. "Knowledge knows neither form nor limitation. Its discovery, documentation and communication are all that truly matters."
Also, new concept art has been added to every entry in the Stories section! Worth a look!
New Locations Concept Art! [Post A Comment] - Print News | Mail News The folks at Mutable Realms have started a new gallery of concept art. By now we're already used to the Bestiary, with its drawings of Ganedan's rather unpleasant inhabitants - but now we're also getting a Locations concept art gallery. Four pieces of art are to be found in there so far:
That's some absolutely amazing work there! Especially the underground, presumably Dwarven, areas are particularly intruguing. You can find the gallery here. Let us know what you think by pressing the 'post comment' link above.
Forum Bits: Wireframe Screenshots Print News | Mail News One of our forum members, Shinnai, continued his inquiries about the graphics in wish, started in this thread, asking to see if the developers could show some screenshots of characters in wireframe. To this, Pug156 replied:
I personally think that it would be a bit like watching the "making of" before you see the actual movie. The wireframe images might be used to show off the seamless world of Wish, say by showing the transition from ground level down into the Dwarf cities. But I'm not sure a wireframe of the characters holds any real value for showing something of general interest to the average player.
I want to thank Pug for taking the time to answer more questions.
Wish HoC Chat Log Print News | Mail News The chat log of yesterday's House of Commons chat over at the Stratics irc server, has been logged and posted on our forums by Vyel. You can read the full and colorized text further on in this newspost, but here's at least one highlight:
*Argentrose* Wiil you have pickles in the game? (I -must- know!) DormantDemon: Sadly, Mutable Realms' offical position on pickles is that there will NOT be any pickles in the game (awaits lawsuit from united pickles farmers)
Wish Release date and Beta 2.0 delayed! [Post A Comment] - Print News | Mail News Mutable Realms has just issued the following press release, informing us about the delay of the public beta 2.0 test, and the final release date of the game:
Dear friends of Wish,
We would like to inform you that Wish Beta 2.0 will start on December 1, 2004, and not, as originally planned, in fall 2004. The beta test will last until December 31, 2004. We apologize for the delay.
The reason for the delay is that we want Beta 2.0 to be a truly
mind-blowing experience. We are therefore reworking many parts of our game client, server, and content, based on the feedback that we received from our E3 version and from community message boards. These changes will take longer to finish than anticipated, but we are sure they will be worth the wait!
We are also moving the release date of Wish from the first to the second quarter of 2005. Too many games have suffered from a premature release, and we do not want to be one of them.
Best regards,
That's quite a decision, but I guess most of us saw that one coming - sooner or later. Thanks to Mutable Realms for being very open and honest in all this... I'm sure it'll be worth the wait!
Reminder: Wish HoC Today! Print News | Mail News Just a quick reminder: don't forget the Wish House of Commons dev chat over at Stratics today. The event will take place at 8:00pm EST, in #StraticsHoC on the irc.stratics.com mIRC server. Will see you there! :)