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Szimitar

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Everything posted by Szimitar

  1. It's true we don't know much yet, but if they really had a game that's different from WoW/Rift/GW, the don't you think they would say so? This is their world reveal, they know all TES fans are reading this; everything points towards: "Hey guys, MMOs make shitloads of money, Oblivion made shitloads of money, what can go wrong by putting them together hurpaderp." - Zenimax dude with lots of money Let's just hope it doesn't ruin the hype for TES VI a few years down the road :)
  2. Some more insight: http://xbigygames.com/the-elder-scrolls-online-screenshots-and-details/ Generic WoW clone #17 incoming edit: This is what this says: -3rd person -Movement system that 'people are used to from other MMOs' -All skills in a hotbar -Depending on what race you pick you are stuck in a faction and 6 out of 9 races are your enemy -Can't be a vampire or werewolve -No player housing
  3. To be fair, it's a big deal and there's no dedicated forum yet. edit: Nor will there be I guess, chances of modding in an MMO are rather slim unfortunately
  4. Also CS:GO. Whatever that has to do with the topic. All remarks along the lines of "TES is dead" and "Bethesda studio has sold their soul" are moot though, it's not developed by Bethesda studios and I'm sure TES VI will come out 5 years from now unaffected by the MMO and be the same huge buggy sandbox we all love.
  5. If it was in the works for 7 years, I highly doubt it will be original. They started at about the time where everybody realized WoW will make tons of money and that everyone should be making another WoW. Imo a TES game without mod support isn't a TES game, and I highly doubt they will go all minecraft on this which would actually be the smartest thing to do.
  6. I'm sure we can include that. On top of that, the Skyrim client you will use to connect to a server is most likely completely seperate from you SP Skyrim. You won't need to worry about your game being screwed by bad mods.
  7. Users will be able to set up their own servers, with their own choice of mods. The server will only allow the mods it was set up with, and can hopefully stream them to players who didn't have them.
  8. Tytanis' mod will be compatible with ours and provides a large amount of improvements to gameplay. Other than that, we are trying to make our mod compatible with all mods in general, but some complications will always arise and we don't have the time to fix all of them. So if you like that mod, you would have to modify it yourself so that it is compatible with ours. If you then set up your server, it will sent the mod to all users.
  9. We are currently working towards a MMO model, because it can be used for both MMO and Coop purposes. Dungeons will still be designed for 2 or 4 players, and if you really don't want other people running around in cities you are free to set up a server yourself, just for you and your friends. Of course you raise a valid concern when it comes to AI, but seeing as changing the combat behavior is a huge project, we will save that for later.
  10. We have considered quests like this, but they would be extremely hard to make without being extremely annoying. We will focus on PvE content first and keep PvP to certain Arenas where we can control it. But we will return to this idea eventually, if we have the time.
  11. Imagine playing Skyrim with friends, you would spend half the time in dungeons. Then there is 9 large cities, easily capable to fit 10 players at a time without chaos ensuing (unless that's what these players want :D). That's already 180 players right there, completely leaving out player housing, the open world, PvP Arenas and so on. There's plenty of space for an MMO setting.
  12. Even though we will enable many people to be on servers at the same time, you can still play with a single friend. All the vanilla dungeons are perfect for 2 player coop, and we will create some extra content that really challenges a pair or a group of 4 people.
  13. Tytanis, Awpsoleet and Hipolipolopgius, the project leaders of Tytanis: The Ultimate Mod, Skyrim Online and SkyNet respectively have come to an agreement today to work together to create the best Skyrim multiplayer experience possible. What that means is: Chances for a working multiplayer mod just tripled. The teams are currently working on bringing their work together, and will then improve upon the basic functionality that we can already provide. The long term goal is to create a MMO environment in which hundreds of players can explore Skyrim at once, and where small groups of friends can join up to face challenging multiplayer dungeons. If cooperation is not you’re thing you can enter one of the arenas to face opponents in combat, or hunt down players in the open world (on a PvP Server). Of course you can also join one of the major factions and influence the fate of Skyrim, by cleansing the name of the College of Winterhold or strengthening the Thieves Guild’s influence. Features will include but are not limited to: -PvE, PvP and RP servers -Ingame Chat -Joining Parties and Guilds -Multiplayer Dungeons -PvP Arenas -Open World PvP (PvP Servers only) -Trading -Player Housing If you are interested in Skyrim multiplayer and would like to contribute, we are still looking for Content Staff. Your job would be to create dungeons for 2 or 4 players, PvP content or other content that we need to make Skyrim more multiplayer-friendly. If you have experience with modding and the passion to create something awesome, join us on http://skynet.hipolipolopig.us/
  14. We're not trying to make a new WoW here, we're trying to give a cool Mod to the many people who would like to play Skyrim with a friend or two.
  15. http://skynet.hipolipolopig.us/ Some forums are open, if you register and introduce yourself you get access to all the discussions we have.
  16. Before this turns into a flamewar, maybe we keep this thread about the SkyNet project, which btw is still looking for motivated people for our forum that is posted in the OP. Emmarae and Nandchan, there's a lot of stuff we're discussing in the forums that could use your input.
  17. I'm sorry, I don't really see the advantage of your proposal. Why is a dedicated server bound to fail? It would be a modified version of the client, stripped of character and rendering cycles, and instead receiving/sending the change in players' states. Lucubration is right though, I misunderstood and appearently the plan is to have a hosting player to which the others connect, as nandchan described it as well. I'm not a programmer so I may well be wrong, but I still think a dedicated server is the key to making this work, so please tell me where I'm wrong.
  18. We're still in a concept phase, but the plan as of now is to create a Server / Client system. If someone has a gaming rig powerful enough he could of course run both Server and Client on his PC, though in most cases a dedicated machine would be best.
  19. Actually, if we get two players to play with each other it's not that hard to make it 64. Nonetheless it will be a lot of work and it will take us a few month after the CK is released to get a prototype running, so if you want to help please do.
  20. If you are interested in joining us, go to http://skynet.hipolipolopig.us/ We need both Programmers and Brainstormers, so if you are passionate about this topic, then help us make it come true.
  21. I think it's a great idea to base any Co-op content outside of Skyrim, as it has to be somewhat different from usual dungeons to be enjoyable for multiple people. But we should probably split off a content team from the main team, as the technical aspect is the most important one. As seen with the Morroblivion project, creating too much content can drag a mod out to infinity, so we should keep it simple at first. As there are quite a few people here who don't know much about C thought (including me), having a content team running on the side should not be a problem. I actually have a few ideas on how to change gameplay to make the game fun for more than 2 people, I will post them in your new forum when I get my registration email.
  22. I think the Server would just run Skyrim at a state in which all environment-changing events have already happened. Introducing 'phasing' to the world would completely blow our scope. A more difficlicult question to answer is, what happens to NPCs after death. I'd say they stay dead, but then playing on a "crowded" server could quickly become very annoying when some evil character runs around killing quest NPCs. By the way, since there seem to be a few people interested in this, how about we move it to a private forum? If we actually want to pull this off, a single forum thread will become confusing very fast.
  23. Well as most people I doubt this will work, but let's just have some fun and see how this would work if it's possible. First thing we probably have to acknowledge is the fact that this will never be an MMO. Not only is the amount of Data too high to be transfered over average internet connections, the whole design of TES games just doesn't allow for MMO action. Even if it was possible, it just wouldn't be fun. So we should instead focus on local area networks. If someone has Ultra-fast internet and wants to play over Internet they can use Hamachi or something similar, but for most people this is irrelevant. If multiplayer is possible, I'm fairly sure 95% of the users would play it with a small group of 2-10 people over LAN. The next thing to consider is how tasks will be split up over machines. I think the need for a dedicated world server is indisputable. However, cities and other instances could easily be hosted by a different computer and that I think is something that should be used, especially when there are more than 4 or 5 players. Say two or three people enter a cave, the entire instance could be hosted on the first player's computer. Same goes for cities, which can be hosted on a player's PC or a different dedicated server. While this solves a lot of performance issues, it could of course cause a lot of trouble when one of the hosts is disconnected from the network, in which case information would be lost. So we need to figure out a system to temporary allocate players to a seperate server, but to resync information when they leave the instance. I also think characters should be stored on the client's side. While this does allow for cheating, the target group of this Mod is likely to be a group of friends, so this doesn't matter to much. On top of that, we probably wouldn't have the ressources to create an anti-cheat system anyway. I don't think a multiplayer mod would break any interface or graphic augmentations. Content-mods should also be possible if they are installed on both server and client. Only mods that change gameplay will not work.
  24. None without console I think. You can, however, kill and revive her by console, that breaks the marriage. Or just change her faction from married to not, and then the status of another npc to married.
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