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Butabee

Member Since 29 Sep 2009
Offline Last Active Jan 20 2015 04:33 PM

Topics I've Started

Starting at Max Level

18 January 2015 - 04:52 PM

I'm thinking of making new players start at max level and gear but when you die you lose a moderate amount of XP, and your gear takes damage that can only be repaired by getting rare material drops. Gear also decays at a slower rate from combat. Gear can break completely.

 

I want to start players at max level and gear, because I want to have open PvP. The gear you start with can't be traded, or sold.

 

There would need to be new character creation restrictions, to prevent players from just making new characters if they died too much and lost levels/gear. I'm thinking, players could only make a new character every 3-6 months.

 

Just a rough idea. I'm open to refinement suggestions.

 


Max Player Update

18 January 2015 - 02:05 PM

I'm already limiting the updates a player can receive about players and NPCs to only players within a certain distance.

My question is, should I also limit the amount of updates to a fixed number? Like if 500 players/NPCs are in range should I only send updates about 200?

If all my players are within update range without another limit it could be a 40MB a second upload. Although it's doubtful this will be a common occurrence.

NPCs will naturally be spread around, so that's not as much of an issue.


Attack/Defense Points

16 January 2015 - 10:03 AM

I was thinking about adding a system to my game that includes pure attack and defense items. Items have varying amounts of either attack or defense but never both.

 

Players will have a limited pool of attack and defense points. Attack and defense points are mutually exclusive. Equipping an item with attack will drain your defense pool by that exact amount of attack, and vice versa.

 

 

What are your thoughts on this?


Server Frames Per Second

15 January 2015 - 10:08 PM

If a server only needs to send out data and do all it's processing at an interval of once per second, is there any reason to try to get it to run faster than 1 "frame" per second? I think it would be good to leave some leeway for any needed burst processing, so maybe try to get it running an average of ~5 frames per second.

Unity Optimal Bone/Polygon Count

14 January 2015 - 05:20 AM

If I were to have 256 active characters in a Unity(free version) scene, what would be an estimate of optimal polygon, and bone count per character that could run 60+ on a mainstream gamer PC? They all would use the same materials.

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