mmog
Moderators: winston, another_commander
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- Harmless
- Posts: 1
- Joined: Thu Apr 28, 2011 4:17 pm
mmog
why not have a mmog http://en.wikipedia.org/wiki/Massively_ ... nline_game version of oolite
- Mauiby de Fug
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Re: mmog
And...no. I've seen what MMO's are like. Sometimes seems to bring out the worst in people.
http://www.penny-arcade.com/comic/2004/03/19/
http://www.penny-arcade.com/comic/2004/03/19/
- Commander McLane
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Re: mmog
Still, don't forget your good manners, Mauiby.
@ commander clone: Hi Commander, and welcome to the friendliest board this side of Riedquat!
As for your question, please take the time to follow the link provided by Mauiby de Fug and read through the thread. The (very) short form is: if you're a programmer and want to write it yourself, you're welcome.
@ commander clone: Hi Commander, and welcome to the friendliest board this side of Riedquat!
As for your question, please take the time to follow the link provided by Mauiby de Fug and read through the thread. The (very) short form is: if you're a programmer and want to write it yourself, you're welcome.
- Cmdr Wyvern
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Re: mmog
Ditto the comic.Switeck wrote:And...no. I've seen what MMO's are like. Sometimes seems to bring out the worst in people.
http://www.penny-arcade.com/comic/2004/03/19/
I tried Eve, and left it in three days. Too many powertrippers with anger management issues thinking they were entitled to my little share of the universe, or something. Meh. Could care less about it now. Mmos never again.
You know how Boyracers are a rarely encountered, mostly harmless, bigmouthed nuisance? Imagine a Boyracer piloting an iron assed Cadeceus. Now imagine that's all you encounter, and all you have is a startup, badly equipped Cobra. There's your mmo.
But if you want to code it, go for it. Nothing stopping you.
Running Oolite buttery smooth & rock stable w/ tons of eyecandy oxps on:
ASUS Prime X370-A
Ryzen 5 1500X
16GB DDR4 3200MHZ
128GB NVMe M.2 SSD (Boot drive)
1TB Hybrid HDD (For software and games)
EVGA GTX-1070 SC
1080P Samsung large screen monitor
ASUS Prime X370-A
Ryzen 5 1500X
16GB DDR4 3200MHZ
128GB NVMe M.2 SSD (Boot drive)
1TB Hybrid HDD (For software and games)
EVGA GTX-1070 SC
1080P Samsung large screen monitor
- Mauiby de Fug
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Re: mmog
Ooh, wow! I didn't even notice the post count! And that would have been my first opportunity to use the greeting too...Commander McLane wrote:Still, don't forget your good manners, Mauiby.
@ commander clone: Hi Commander, and welcome to the friendliest board this side of Riedquat!
As for your question, please take the time to follow the link provided by Mauiby de Fug and read through the thread. The (very) short form is: if you're a programmer and want to write it yourself, you're welcome.
To commander clone: a belated welcome to the forum! Feel free to ask any questions you want. Some will have been asked before, in which case someone'll point you to the relevant link; otherwise you'll find umpteen friendly people willing to help you out and answer them. 'Tis a very welcoming and friendly community here!
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Re: mmog
One of the big problems to a multiplayer Oolite is that so many of us are very fond of customising "our own Ooniverse" via our choices of OXPs. Other than maybe some of the eye candy, that wouldn't be very workable with a multiplayer version. Everybody would have to have the same ships and political systems and additional options installed (where said options actually affect gameplay, at least).
The many community written Oolite expansion packs are maybe one of the things that most set Oolite apart from other space games. The other thing is that the main game code is very concise and well written, and it's open source. Oolite would probably have to quit being open source to go multiplayer or the hacks and cheats would just be ridiculous in a very short period of time.
I like it as a single player game, myself. I could go play something else if I wanted a multiplayer game. Other than maybe chat, I can't think of much I'd want that a multiplayer version would have. Chat is easy enough to manage already, if one doesn't mind running the game in a window, or running a second machine.
The many community written Oolite expansion packs are maybe one of the things that most set Oolite apart from other space games. The other thing is that the main game code is very concise and well written, and it's open source. Oolite would probably have to quit being open source to go multiplayer or the hacks and cheats would just be ridiculous in a very short period of time.
I like it as a single player game, myself. I could go play something else if I wanted a multiplayer game. Other than maybe chat, I can't think of much I'd want that a multiplayer version would have. Chat is easy enough to manage already, if one doesn't mind running the game in a window, or running a second machine.
Sleep? Who needs sleep? Got game. No need sleep.
- Yah-Ta-Hey
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Re: mmog
If you look at the game... it has in a way become a multi player game with the addition of the personalities .oxp.
Yes, I know this is a stretch but I like the idea of being able to meet the others in my ooniverse, even though they respond in a canned fashion. I look forward to personalities 2, 3, 4, as more players want to join up and explore their options.
Yah-Ta-Hey
Yes, I know this is a stretch but I like the idea of being able to meet the others in my ooniverse, even though they respond in a canned fashion. I look forward to personalities 2, 3, 4, as more players want to join up and explore their options.
Yah-Ta-Hey
Bartle tester says while I am drinking evil juice, I am: 80% killer/ 80 % achiever/ 33% explorer and 0% socializer.
- ClymAngus
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Re: mmog
I think I've said this before (probably several times, my memory these days is not what it used to be) but......
Oolite is a MMOG but in the vein of PGC rather than "a stage of many players". Simplistic MMOG's rely on the paid to host, the money for service principle. This leads to the problem of longevity. If everyone collects in one place (to keep saves relevant and relative, at the very least) then there is an essential cost value in keeping that service up and running. Moreover there is profit to be made by threatening (all be it silently) the removal of that service.
Sure, you have the entire issue of social interaction as has been mentioned above. That said we are going through a period of digital world die off at the moment. This has fairly serious sociological and psychological effects on the players;
1) Zeroed investment.
2) Destruction of social systems.
3) Removal of perceived power and status.
PGC games are resistant to this by the very fact that they do not have a shared playing arena, BUT by adjusting content; each player can still alter other users game. More over, each player/makers content is duplicated MANY times making it less vulnerable to the haphazard 404's of the internet. (information die back; a topic which is studied too little for my liking).
Sure, you will find private servers for players of many, many (usually cracked and defunct) game systems. At best these are system limited and server lag dependent, at worse sporadic and hack traps. In the end this comes down to what you want from your game.
There are many places on the internet where you can pit your wits against a spoiled 12 year old.
To make a game, where your efforts are rated by how many other people appreciate your work? Now that is an accolade (to my mind) more real (as much as it can be in a virtual world) longer lasting and more easily retained.
Think of this as more little big planet, than EVE.
Oolite is a MMOG but in the vein of PGC rather than "a stage of many players". Simplistic MMOG's rely on the paid to host, the money for service principle. This leads to the problem of longevity. If everyone collects in one place (to keep saves relevant and relative, at the very least) then there is an essential cost value in keeping that service up and running. Moreover there is profit to be made by threatening (all be it silently) the removal of that service.
Sure, you have the entire issue of social interaction as has been mentioned above. That said we are going through a period of digital world die off at the moment. This has fairly serious sociological and psychological effects on the players;
1) Zeroed investment.
2) Destruction of social systems.
3) Removal of perceived power and status.
PGC games are resistant to this by the very fact that they do not have a shared playing arena, BUT by adjusting content; each player can still alter other users game. More over, each player/makers content is duplicated MANY times making it less vulnerable to the haphazard 404's of the internet. (information die back; a topic which is studied too little for my liking).
Sure, you will find private servers for players of many, many (usually cracked and defunct) game systems. At best these are system limited and server lag dependent, at worse sporadic and hack traps. In the end this comes down to what you want from your game.
There are many places on the internet where you can pit your wits against a spoiled 12 year old.
To make a game, where your efforts are rated by how many other people appreciate your work? Now that is an accolade (to my mind) more real (as much as it can be in a virtual world) longer lasting and more easily retained.
Think of this as more little big planet, than EVE.
- CheeseRedux
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Re: mmog
Whenever someone mentions EVE, I'm reminded of this story.Cmdr Wyvern wrote:I tried Eve, and left it in three days. Too many powertrippers with anger management issues thinking they were entitled to my little share of the universe, or something. Meh. Could care less about it now. Mmos never again.
I've no clue if it's true or not, and I really don't care. It's entertaining, and gives some insight into how these things work.
"Actually this is a common misconception... I do *not* in fact have a lot of time on my hands at all! I just have a very very very very bad sense of priorities."
--Dean C Engelhardt
--Dean C Engelhardt