Er begint zich nu een beetje een negatieve hype te vormen zo vlak voor de launch; Het lijkt alsof die 'epic sieges' een max zullen krijgen van 48v48 players:

Devs hebben op de forums aangeven, nadat ze eerst alle posts hierover verwijderden, dat ze inderdaad rond dit aantal aan het tweaken zijn.
Dit, terwijl de FunCom developer op 29 April nog aangaf dat gevechten van 500man niet vreemd zullen zijn in AoC!
Ik verheugde me nog zo op dit spel en had hem enkele maanden geleden gepreordered, maar toen wist ik nog niet dat:
-Er 'minigames'/battlegrounds zullen zijn die je rewards geven (dus zoals WOW),
-De sieges instanced zijn,
-De guild-cities instanced zijn,
-De sieges maar 48v48 zijn,
-Dat er zelfs verschillende, parallele instanced zones zijn en dat het kan gebeuren dat je teammate op dezelfde plek staat als jij, maar in een parallele zone en dat je hem dus niet kan zien! (ja, je moet dan /chooseinstancenumber ofzo intikken om zo in zijn instance te komen.
Ik ben dus zeer, zeer teleurgesteld terwijl de open beta nog zo leuk was.
Interviewer: "What is going to be the average PvP siege size you're playing around with your testing at this point, what kind of numbers are you looking at?"
Jason: "We have done like various testing, you know internally and what not, where we had at one point in time you know we had a few hundred people all logged in to the same city and stuff. And so we still have the capability based on the client performance and what not either changing like either based on distance or the number of people in your vicinity, we can tone that down. So if it becomes an problem for example you might be in a battle with 500 people you'll only see the nearest 100 to you for example"
Interviewer: "And the servers will remain stable at that 500 itself?"
Jason: "Yes the server isn't really gonna be the thing that's having a problem in our experience. The server, the things that impact the servers the most and this was very interesting to see, we saw this when we talked about the cheetah 2.0 when we talked about the new engine release back in Las Vegas and what not. And eh what we saw with that for example was that in cheetah 2.0 in conalls valley on this particular flight path you know we had 30/40fps sometimes dropping a bit below in a play field that we were flying around in that had every NPC in the whole zone loaded. Now when the NPC's weren't loaded we had over 130 fps in the same zone. So AI and all the scripting in AI and all the calculations that go on, AI is extremely expensive as far as overhead. So what we intentionally did for the Border Kingdoms pvp is that, although we once had grand dreams at one point in time of having every player moving around with his troop of 5/10 pikemen or archers or what not to really give a massive siege feel, we found that the AI was so expensive that we were better off eliminating as many NPC's as possible so that we could achieve those numbers of having 500 players fighting in one small area. And I feel pretty confident from what I've seen in the beta that we're going to be able to deliver those massive battles and that we're going to be able to have a ton of players in the same area fighting."
Interviewer: "That instill me with alot of confidence, that's one of the things I've been really concerned about"
[
Voor 50% gewijzigd door
Verwijderd op 13-05-2008 12:32
]