shards online, the future of persistent worlds?

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Blame The Rogue
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shards online, the future of persistent worlds?

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Maximvs
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Re: shards online, the future of persistent worlds?

Unread post by Maximvs »

Hardly. There's nothing DnD about it. Everything would have to be coded from scratch. Might as well make your own game.

Roleplaying games, I mean true roleplaying games like vampires the masquerade or dungeon and dragons are games in decline. Not enough profit to be made. Neverwinter nights is most likely the last game of it's kind to ever be made.
Last edited by Maximvs on Fri Jul 01, 2016 10:17 am, edited 1 time in total.
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Aspect of Sorrow
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Re: shards online, the future of persistent worlds?

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The features highlighted I feel are gimmicks. The custom content curating is not likely to permit to the scale the NWN franchise has created.

If anything, the money spent toward it could be put toward previously created content in the Unity store to shape up something very similar without an ongoing cost.
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Blame The Rogue
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Re: shards online, the future of persistent worlds?

Unread post by Blame The Rogue »

they will host an entire shard/server/PW for you with whatever ruleset you choose for $10 a month. each shard holds 64 people. you can choose to host numerous shards. $20 a month would hold 128 players. no small thing imo
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Aspect of Sorrow
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Re: shards online, the future of persistent worlds?

Unread post by Aspect of Sorrow »

With GFF tools at our disposal, it'd make more sense that we designed our own game which imported the existing assets. Even the terrain can be captured using DXRipper.

Then without the need of Lua could transpile the nwscript.
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nlyh
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Re: shards online, the future of persistent worlds?

Unread post by nlyh »

Shards online is not the answer. I remember the developers spending loads of time adding in joke halloween stuff instead of focusing on the product that was kickstarted.
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