Lehnah wrote:That would be awesome. Or even over a shared local network. Might finally be able to get my wife to play.
I don't expect to code the multiplayer part soon, but if/when I do it I'll remember to make LAN an option then
sarpedon2 wrote:Lighting on the DRC lamps are impressive, though I wonder if D'ni lamps would still be operating after the Fall?
Probably not. But the DRC likely restored/powered most of them through DRC magic I guess.
I like this version of Ae'gura. It was laggy, but also had both bright lights and deeper shadows, which did make it feel more cavernous.
sarpedon2 wrote:Ultimately, the problems Uru may have are foundational in nature. While the original vision of Uru, which is glimpse every-now-and-then in design docs, contemporary interviews by Cyan personal, is still so exciting, it was implemented before the technology arrived.
Uru was a very ambitious project. With today's technology they might have succeeded, but I still doubt a small or medium sized company could produce enough content per month to feed players. And even then it wouldn't make much money. Typical MMOs solve it with endless grind and cheap "recycled" content, which somehow satisfies players...
Deledrius wrote:Most of Uru honestly lends itself to small exploration parties. I think the ideal model for Uru would be largely similar to Guild Wars (the original's) in-world lobby model, with some public city areas being large-scale collections of players, and the Ages being for small groups of friends to play together.
Tweek wrote:Yeah I always thought lobbies (ala Left for Dead) would work better, keep the groups smaller and more intimate.
Interesting idea. I haven't played the original GW, but L4D really shines when it comes to group and cooperation. I guess something similar would work fine for Cyan's Ages. Bigger Ages like Dulcamara's and Denost's might be fun with bigger groups though.
I played a couple MMOs in the last year. While they bored me to death halfway through, it was very instructing to see how they work. Made me understand better some of Uru's shortcomings too. (It's crazy how MMOs all feel like verbatim copies of World of Warcraft though...)
Following this, I tried to imagine how to integrate more MMO concepts into Uru. Like, a better use of guilds, party raiding, stuff like this. All this while trying to avoid the regular MMO grind/recycle crap I mentioned. Since Uru doesn't have a combat system, I imagined replacing it with exploration and Age creation mechanics. It was pretty fun trying to adapt MMO tropes to a nonviolent game, along with fitting fanmade content in it.
Having a well-designed nonviolent exploration MMO would be pretty unique, and might even be a really successful business
... When I'm rich or something I'll hire an army of developers to create that game for me and find out if I was right
I still have those notes on my PC. If it interests people I might clean them up and post the result here.