Pan'Theon: Rise' of th'e Fal'Len - #1 Thread in MMO

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<Aristocrat╭ರ_•́>
16,349
37,560
I'm in for the long haul
Off the top of a U Haul

1634645470209.gif
 
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zinc_turtle

Trakanon Raider
81
152
What is that recruit a friend program for? Their ponzi scheme of a forum?
It's to force your whale-friends to pay $1000 for the privilege to 'test' a pre-pre-pre-alpha client with no database persistence layer for a few hours per year.. if 2015-2020 are any indication.
 

zinc_turtle

Trakanon Raider
81
152
Yes, if you know what you're doing. They hardcoded everything into the client for years, and have never confirmed a dedicated server session layer or database persistence layer server. Not in any video, post, or interview.
The fanboi's have all assumed they must have one now, because they ran a 30 hour whale test sometime in 2021. For 2015-2020 they just used another client as a temporary shared session/scene server, as default Unity provides. In the past, a VR employee started the game, everyone joined that one PC acting as the session server.

Without using an external/third party library, networking calls deadlock the default unity rendering thread, so this only works up to a certain threshold, then you start seeing >16ms delays per frame, and lag, stuttering, server pauses, scene glitches/errors, doors don't work, workbenches don't work, all of that. All it takes is one routable but not reachable client and the 'server' loses it's mind. But then you actually need someone who understands threading and that means a coder who is expensive, not another designer.
They didn't have working doors for years, for this exact reason. Interactive object state isn't maintained correctly without a dedicated server, and they didn't even change the default timeouts (which are many minutes when they should be a few seconds). Been known for years to anyone who has used Unity for longer than a weekend, but nobody cares, because no sane team would ever push default Unity to prod or use it for a public PoC.

Until now they have never confirmed what if any database they are using for the persistence layer. They've never confirmed what platform, OS, or anything similar they are using for their "dedicated" session server if they have one. Same goes for their AAA/auth/cred server. Just crickets for 8+ years. Their whales fill in the blanks with fantasy, and it becomes gospel. That's what you get with a "transparent" donation-based team. Whale defense force, activate! :emoji_thinking:

And yes, Neranja, the MNM and ECO teams have done exactly what you said: They built the database persistence layer first, because it's the distinguishing feature that separates an MMO from pretty much any other multiplayer game. Just like Veloren, Wurm Unlimited/Online, and dozens more.
 
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Tearofsoul

Ancient MMO noob
1,791
1,256
Yes, if you know what you're doing. They hardcoded everything into the client for years, and have never confirmed a dedicated server session layer or database persistence layer server. Not in any video, post, or interview.
The fanboi's have all assumed they must have one now, because they ran a 30 hour whale test sometime in 2021. For 2015-2020 they just used another client as a temporary shared session/scene server, as default Unity provides. In the past, a VR employee started the game, everyone joined that one PC acting as the session server.

Without using an external/third party library, networking calls deadlock the default unity rendering thread, so this only works up to a certain threshold, then you start seeing >16ms delays per frame, and lag, stuttering, server pauses, scene glitches/errors, doors don't work, workbenches don't work, all of that. All it takes is one routable but not reachable client and the 'server' loses it's mind. But then you actually need someone who understands threading and that means a coder who is expensive, not another designer.
They didn't have working doors for years, for this exact reason. Interactive object state isn't maintained correctly without a dedicated server, and they didn't even change the default timeouts (which are many minutes when they should be a few seconds). Been known for years to anyone who has used Unity for longer than a weekend, but nobody cares, because no sane team would ever push default Unity to prod or use it for a public PoC.

Until now they have never confirmed what if any database they are using for the persistence layer. They've never confirmed what platform, OS, or anything similar they are using for their "dedicated" session server if they have one. Same goes for their AAA/auth/cred server. Just crickets for 8+ years. Their whales fill in the blanks with fantasy, and it becomes gospel. That's what you get with a "transparent" donation-based team. Whale defense force, activate! :emoji_thinking:

And yes, Neranja, the MNM and ECO teams have done exactly what you said: They built the database persistence layer first, because it's the distinguishing feature that separates an MMO from pretty much any other multiplayer game. Just like Veloren, Wurm Unlimited/Online, and dozens more.

But I want to rock with tens of thousand of other players!
 

Chris

Potato del Grande
18,036
-458
Yes, if you know what you're doing. They hardcoded everything into the client for years, and have never confirmed a dedicated server session layer or database persistence layer server. Not in any video, post, or interview.
The fanboi's have all assumed they must have one now, because they ran a 30 hour whale test sometime in 2021. For 2015-2020 they just used another client as a temporary shared session/scene server, as default Unity provides. In the past, a VR employee started the game, everyone joined that one PC acting as the session server.

Without using an external/third party library, networking calls deadlock the default unity rendering thread, so this only works up to a certain threshold, then you start seeing >16ms delays per frame, and lag, stuttering, server pauses, scene glitches/errors, doors don't work, workbenches don't work, all of that. All it takes is one routable but not reachable client and the 'server' loses it's mind. But then you actually need someone who understands threading and that means a coder who is expensive, not another designer.
They didn't have working doors for years, for this exact reason. Interactive object state isn't maintained correctly without a dedicated server, and they didn't even change the default timeouts (which are many minutes when they should be a few seconds). Been known for years to anyone who has used Unity for longer than a weekend, but nobody cares, because no sane team would ever push default Unity to prod or use it for a public PoC.

Until now they have never confirmed what if any database they are using for the persistence layer. They've never confirmed what platform, OS, or anything similar they are using for their "dedicated" session server if they have one. Same goes for their AAA/auth/cred server. Just crickets for 8+ years. Their whales fill in the blanks with fantasy, and it becomes gospel. That's what you get with a "transparent" donation-based team. Whale defense force, activate! :emoji_thinking:

And yes, Neranja, the MNM and ECO teams have done exactly what you said: They built the database persistence layer first, because it's the distinguishing feature that separates an MMO from pretty much any other multiplayer game. Just like Veloren, Wurm Unlimited/Online, and dozens more.
Oh my god... so it isn't even a functional game. That's worse than I could ever imagine.

I have a small business which is a homework website and a fucking database was the #1 thing we had to pay some experts to sort out, we literally couldn't monetise it without tracking who had paid, never mind keeping track of kids homework scores.
 

Hateyou

Not Great, Not Terrible
<Bronze Donator>
16,207
42,096
Found a map my 6yo son made. Where do I submit this to their design team?

8CD3A08F-B6B7-4C32-8DB0-4A200792A61A.jpeg
 
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