美服《无尽的任务2》玩家吐槽游戏发展趋势 孤独即将成游戏一大特点

2013-09-30 2545

显然,没有人真正知道EQ :L要如何发展,我想即使是开发人员也不一定很清楚。

三维基础的免费建筑环境。这意味着什么呢? 这意味着当玩家构建时,说,一堵墙——每块墙砖都必须被描述,。这是一个巨大的数据量。在计算机和服务期间无法进行实时传输。
所以EQ :L将完全基于客户端的程序, 你在那里独自构建着一切,空间狭小,建构范围仅仅是自己的电脑,无法跟其他任何人分享。

拯救或上传到服务器是极其罕见的。甚至“模拟城市”,一个游戏数据相对较少的游戏,最终破产化为灰烬,只因为服务器无法处理这些数据。EQ :L 有明显更高的数据量需要移动到服务器上保存。单独的庞大目标都已经需要花费数小时上传, 这取决于网络速度。因此, 服务器的电池, 每个处理小数量的用户, 是必要的。

因此, 忘记“走过全世界成千上万的人, 看看别人建了什么”。当你看到你喜欢的东西了,就 扫描网站截图和说明 。你进入队列并下载东西,装进自己电脑上的地盘, 你可以从任何角度观察它,所有的一切都独自一人。

这是我能想像的唯一的EQ :L被现代技术构建出来的情景。因为对你和服务期间的活动进行了限制,而且这个限制无法灵活调节。你不能热情地传送自己的数据。
  

原文

Obviously, nobody really knows what EQ:L is gonna be, not even developers yet, I think;   Voxel-based free-building environment. What does it mean? It means that when a player builds, say, a wall - ever brick in the wall have to be described,  That's a HUGE amount of data. There is no possible way it can be transfered in real time from computer to server.
 Therefore EQ:L will be completely client-based programm, where you are building everything alone, on a very small land plot, on your own computer only, not sharing anything to anyone at the moment of building.
Saves, or uploads to server will be extremely rare. Even SimCity, a game with comparably tiny amount of data, crushed and burned because servers were simply unable to process that data. EQ:L keeps significantly higher amount of data which is necessary to move to server on save. Single large object may take hours to upload, depending on the internet speed. Therefore, a battery of servers, each working with small number of users, is needed.
As a consequence, forget about "walking around the world with thousands of people, looking at what other people built". You will be scanning the site with screenshots and descriptions, when you see something you like。  you get in queue and download that asset, load it into your own instance on your computer and look at it from any angle. All alone.
That's the only way I can imagine EQ:L being realistically built with modern technology.   But I know because there is a limit to what you can do with server channels, and that limit is not elastic. You can't push data through with your enthusiasm

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