I've made no excused. They're shitting the bed. The company fucked up the leadership of their game division by putting someone in charge, in a strong top-down structure, who had no clue what they were doing. Devs were absolutely boned as a result (see the Twitter thread I linked earlier), but the game is still increasingly broken.
Pointing out that making games is hard isn't "simping" for anyone, that's a reality. It is hard, and if you speak with any developer - even if they've cranked out banger after banger - they'll tell you the exact same thing.
Cool, not sure where you got this from outside of making it up.
I enjoy exploring. I enjoy harvesting and crafting. I mostly enjoy the combat. I don't play a ton (I'm still mid level) because I don't want to play a ton, it's a nice side game for me to chill in and just go fishing or spend time doing some faction quests or farming mats. I'm not looking for a relationship in game, especially one I'm not paying a sub for, I'm just lookin to have some casual fun.
See, the issue is not that you like something that is objectively a trash pile. Tik Tok also exists. People can like whatever they want.
The issue is that you try to excuse incompetence. Especially incompetence in a field where all these issues were figured out and fixed a decade ago.
Literally nobody is excusing it in this thread, so I'm not sure if you're daydreaming a little to realistically or if you're reading this somewhere else.
Clinging to the hope of Riot actually working on an MMORPG is also desperation. I'm 99,9% sure their project isn't an MMORPG. And any multiplayer game with more than 10 players can basically call themselves MMO. Probably just another lobbyshooter or something like that.
No, it's an MMO and Ghostcrawler/Street has made that repeatedly clear, so have the other folks they've brought on to work on the game. So unless something changes later in development a la Magic: Legends (RIP) turning from a "next-gen MMO" into a "semi-MMO ARPG", it's still an MMO.
Long live Josh Strife Hayes. Both entertaining and bringing me all the good news as to make me feel happy I didn't pick this game up.
...were you trying to make a point of this? Because it has nothing to do with the reality that making a game is extremely difficult, MMO's far more so given the increased complexity. That's not to excuse a game being broken, simply to point out that it's fuckin hard to make a good game.
https://www.riotgames.com/en/mmo-recruiting
But this is for another thread so I'll stop it here.No, you’re not dreaming, we’re working on an MMORPG based in the League universe!
Yes, point is, making ANYTHING is hard.
So this is not something that matters, you can keep saying it, it is simply not a metric in this conversation. I don't care if they have to make sacrifices to an Aztec deity daily, all I care is what the end product that they ask money for is.
What's the point of saying that making games is hard if not to excuse their incompetence?
I don't keep stating how water is wet constantly either as it wouldn't have a connection to the topic.
So you are either trying to make an excuse or are just pointlessly stating a fact.
Either way it's annoying.
https://forums.newworld.com/t/notice...w-world/473167
Gives some insight into the client server relationship. They are saying it was a bug and not that they game is client authoritative. It might also explain the lag with AoE if everything has full physics calculations as they claim.
"Man is his own star. His acts are his angels, good or ill, While his fatal shadows walk silently beside him."-Rhyme of the Primeval Paradine AFC 54
You know a community is bad when moderators lock a thread because "...this isnt the place to talk about it either seeing as it will get trolled..."
Man, guess the internet investigators aren't all they're cracked up to be.
That ended up not being remotely true despite them screaming at anyone who might dare suggest otherwise.
Shit, I didn't post it in this thread but I absolutely fuckin called this elsewhere, that the issue was tied to primarily to the server waiting for final confirmation from the client side. That's why you didn't actually fully die when this glitch first popped up, but still took full damage since the server was accepting those inputs from the other player. It hitched when the server registered the death blow from the other player, but couldn't confirm with the client, so couldn't confirm the altered state of the player (i.e. dead). Same reason why it didn't actually prevent fall damage and just paused you in the air, it was waiting for confirmation from the client to alter its position in the world but the overall calculations of the fall and the subsequent damage were unaffected.We did have a bug, in which given certain circumstances we were waiting server side on input from a client before processing through to outcomes. Combined with an intentional weapon effect that allows for brief invulnerability, this created a situation where players could reach an invulnerable state and prolong it by making the client unresponsive
Glad this at least isn't an issue players have to worry about anymore.
I wonder if JSH is gonna make a video about this. Or pull down his last video. Or update it with correct information about the bug having nothing to do with client authority.
The statement from AGS is almost one of semantics. I don't believe that Josh guy claimed that the game was completely controlled by the client, that the client supercedes the server. The server clearly allows the client leeway, hence the bug/exploit.
The server is waiting on the client instead of throwing an exception, which is bad. It means the client does have authority if the server is left waiting - the server then accepts the client's response without doing a logic check.. The client determines the outcome. AGS didn't intended to design the game that way but it is what it is.
To reiterate, there's no statement that says
client > seever
But their game logic allows for cases where
Client > server.
Nothing actually contradicts the meat of Josh's video, the problem was the server allowing the client to much room for error.
Last edited by PACOX; 2021-10-30 at 02:52 AM.
Resident Cosplay Progressive
Its literally the first thing on their website. "We're Making an MMO".
https://www.riotgames.com/en/mmo-recruiting
And just circling back to this, yes, MMOs take time to develop. That doesn't mean they should be riddled with game breaking bugs and client-server issues. Just because WoW had HTML enabled chat doesn't mean New World should have it. Hell, the fact that HTML enabled chats have not only happened in WoW but in other MMOs as well makes this incident all the less forgivable. If other MMOs had those problems, why were they not rooted out in alpha? Or beta? These aren't issues that take thousands of players to find. THESE ARE FUNDAMENTAL CODING SHITSHOWS.
2014 Gamergate: "If you want games without hyper sexualized female characters and representation, then learn to code!"
2023: "What's with all these massively successful games with ugly (realistic) women? How could this have happened?!"
In case people here don't follow NW on Social Media or the forums:
https://forums.newworld.com/t/downti...th-2021/472483
Edit: The devs also revealed how the Watermark system works in more detail and changes to Tuning Orb crafting is on the way supposedly.
Probably only relevant to high-end players in the level 62+ areas. Sharing that the info is out there nonetheless.
Last edited by Fencers; 2021-10-30 at 03:47 AM.
Oh wow, these bugs simply tells you game devs have very little foresight. Especially regarding input boxes. You don't trust anything people write. Always remove any non-ascii chars from it, never store html, just a simple replacements like [item=id/stat1=something] then render that on client side.
This is simply dumb. Server should just keep simple geometrical data and tell client if it hit or no. No wonder they had massive lags.When the input reaches the server, it is checked to see if it is possible, and then the server begins animating an entirely server side version of the “skeleton” for the character with a swing. This is not an approximation or a bounding volume version of the skeleton, it’s actually fully detailed, being fully animated, so we can have precision that if the axe just barely grazes the tree, that is consistent between server and what client perceives as possible.
Server should not wait for anything from the client.