Darkfall

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Darkfall le futur paradis des pvpeurs et des rpeurs

darkfall

le jeu est toujours en developpement mais la faq est a pleuré

FAQ

vivement que ca sorte!

http://www.pk-hq.com/community/images/smilies/1/$clap.gif
__________________
Hanny, je t'aime mais je devais changer ma sig. :')
ne laissons pas mourrir l'espoir que m'apporte ce jeu, je prends les choses en main:

en résume:
c'est de l'heroic fantasy
c'est du full pvp
c'est une liberté totale! (les devs ne souhaitent apporté aucune restriction aux joueurs, donc on peut voler les joueurs et les pnjs, tte les constructions sont destructibles)
c'est a terme des guerres de clan, chacun montant sa ville, fortifiant, etc....
c'est skill based
C'est du first personnal view et apres avoir teste neocron j'adore
c'est sensiblement le meme gameplay qu'uo
c'est beau

darkfall092901.jpg

darkfall092902.jpg

c'est le site: http://www.darkfallonline.com/
c'est la faq: http://www.darkfallonline.com/featur...faq_main.shtml
c'est une honte de ne pas en parler
Citation :
Provient du message de rituel
*Va regarder le site*
Rituel qui a peut être trouvé le jeu sur lequel il va se rabattre (si il sort).
on nous promet la premiere beta d'ici incessamment sous peu *croise les doigts*

sur le forum ou je traine, tout les américains ex-uo decu de l'evolution d'uo, fretille dessus comme des fous sur ce jeu

les devs sont des joueurs et des perfectionnistes, le jeu est en developpement depuis des lustres et ils paufinnent leur bijou avec amour, on peut craindre pour la viabilite d'un moteur graphique un peu vieux, mais vu les screens je ne me fait plus trop de soucis
ce jeu sortira mature et bien élevé, ils n'ont pas de controlleur de gestion leur imposant un planning et une sortie intenable

un article a lire:
http://www.the-combine.net/articlete...leidentity=250
Citation :
Posted by Malevolent on 10/7/2003 at 02:01 PM

In some of the original developer quotes, it was noted that Darkfall had design goals of achieving some things never done before in an MMOG (such as having 10,000+ simultaneous players in a single game world - holy cow). Should these design goals be fulfilled, it would be a generational leap in capability when it comes to the MMOG market.

There has been a great deal of controversy and speculation regarding wether it was likely, or even possible to achieve some of the things the developers were talking about.

In this exclusive interview with Erik Johansen, Darkfall's Network Programmer, we address some of these thoughts and Erik gives some incredible information about how it will work behind the scenes.

This article is very technical in nature, but for you tech geeks and people curious about how the server technology will work, this is for you.

-Malevolent
A small preface regarding the technology - Darkfall is expected to use 40-50 load balanced servers inter-connected to form one massive server cluster. This cluster will work in unison to form one huge "server" that will be presented to the players as a single game-world.

On to the interview!

----------------------------------------------------------------


Warcry - It was stated at one point that databases would be able to be updated in real-time without bringing down the servers, does this mean that the game-worlds could be updated with patches without having to come offline?

Erik - Almost any server component can theoretically be updated without downtime for the world simulation. We have however chosen to not use these features on production servers, to improve the QA of the update process. Patching an online simulation will inevitably lead to a higher risk of errors, and the gain is simply not proportional to this increased risk.


Warcry - When you were originally talking about the server-cluster design, the theoretical limit was 60,000 players. After factoring in internet bandwidth etc you revised this to approximately 15,000-20,000. Have the estimates for number of supportable players changed or should we still expect to see those kind of numbers?

Erik - Theoretically there's no limit to the number of simultaneous players in a single world. In practice, the individual server load will exponentially increase as the number of server computers in a world simulation increases, and at some point we will not get additional gain from further horizontal scaling (adding more computers). At what point we reach this limit is hard to say before open beta and real measurements, but currently my requirement is at least 10000 players, and my hopes are for double that.


Warcry - It would make sense that all MMOG's would want to take advantage of this kind of technology, is there a reason why you think we haven't seen it used before now?

Erik - I think the technology we use is very hard to add into a game after development has started. In order to successfully create a truly distributed simulation, every single component must be written with parallelism in mind from day one. We have designed and implemented everything we use in-house, and we have always been aware of the need to run this in a distributed environment. We use a combination of several well known and tested technologies and a few inventions of our own to make it possible. There's nothing magical about it, it's simply a matter of thorough design with distribution as one of the main design goals.


Warcry - You mentioned in the past that the servers will balance load between them. Will this also be able to handle loads that have crashed other MMOG servers like several hundred (or even several thousand given what Darkfall is estimated to do) people in a single place all battling at once?

Erik - The servers will handle it, but the clients may not. There will be a limit to the number of players we can have in a small area, simply because there's a limit to how much information we can pass on to each player in that area. We're using a few tricks to get this number as high as possible, but it most definitely will be limited.


Warcry - Kind of a technical question - but is it possible to give a little more detail about how exactly the load will be transferred to another server in the cluster if one server fails during a major battle for example?

Erik - We are using a variation of a relatively new technology for persistent data storage to achieve this. I can't go into the technical details of this, as it's a key aspect of how we intend to achieve the high number of simultaneous players, but I'll mention that it includes real-time state data mirroring on multiple computers, and uses our load-balancing technology to distribute responsibilities among server machines in case of a server failure.


Warcry - Some gamers have indicated that they don't believe you can have that number of simultaneous players without a huge internet connection. Can you tell us anything about the datacenter that will house the game servers and what kind of bandwidth you will have access to at that facility? Could you give us an idea where the servers will be physically located?

Erik - We will need a very huge internet connection in order to sustain 10000 players. assuming an average bandwidth usage per player of 5k/sec, 10000 players will require 50 MB/sec, which approximately corresponds to a 400 MBit internet connection. We've been working with several providers with that kind of capacity.


Warcry - Some current MMOG's have a problem with server instability and going offline. Could you comment on why you think such instability occurs and what Razorwax is doing to prevent and or reduce it?

Erik - There are many reasons for servers to go offline. You could have Denial of Service attacks, which are almost impossible to control. You could have ISP network problems, which are outside our control. And then you can of course have software or hardware problems on the servers itself. This part we can do something about, and we work hard to make our servers as fault tolerant as possible. We are fully aware that there will be hardware and software faults from time to time, and that we need to reduce the effects of these. We will have no single point of failure in a server cluster, and our load balancing mechanisms are fully able to cope with a limited number of failing servers. We can't guarantee 100% stability, but we can guarantee that we'll do all we can to make such problems as invisible as possible to the players.

That concludes our questions and this interview. We want to thank Erik Johansen and Tasos Flambouras for taking the time to make this possible.

-Malevolent

source: http://df.warcry.com/scripts/news/vi...ite=7&id=10260
un serveur geant acceptant +de 10000 personnes voir beaucoup plus

http://www.pk-hq.com/community/images/smilies/1/$clap.gif

et un petit coup de lore, ca fait toujours plaisir:

Citation :
The Inspiration
When was the seed of evil planted in Melek, beloved firstborn of the mirdain gods? Nobody knows know, for evil grew subtly within him, and it is doubtful whether he himself can map its sources.

Throughout his childhood, Melechai (as was then known) was the apple of his parents' eye, and they lavished love and attention on him. The mirdain also loved him, and sang countless songs in praise of his beauty and achievements.

Did the intense adoration suffocate or spoil him? Did he become resentful at the prospect of remaining third among mirdain gods? Or was the evil inside him at birth - gone to seed, but ready grow as time brought nourishment?

Neither his parents nor the mirdain noticed signs of evil in Melechai. But when his rebellion came, it was so well-planned, so irreversible in its cruelty, that it can't possibly have been caused by a freshly sprung evil.

He began by taking the name Melek, and by stealing an artifact called the Silver Circlet from the brow of his sleeping mother, Myrthai. The circlet was her wedding gift from Lorathai, and while shaping it to grace her head, he had imbued it - perhaps unwittingly - with aspects of his own divinity. The circlet's powers of persuasion, seduction and heart-bending are legendary.

Melek immediately used the circlet's power on his mother, insinuating that the circlet was stolen by a celestial dragon, who needed it for a ritual which would elevate it to godhood. Myrthai was too blind with desperation and rage (and perhaps the premonition of sorrow) to see through to the truth: that her son had stolen her dearest possession.

While his parents were on a futile search for the celestial dragon's home dimension, Melek's henchmen, known as the Melechar, engineered a series of wildfires that threatened to devour northern Mirendil. In the ensuing chaos, they launched a series of bold raids, stealing away entire clans of displaced people, leading them underground.

As Melek knew, his parents' influence waned underground, away from the sun and trees. The mirdain and their gods searched desperately for the missing elves, but Melek was able to cloak their location.

In a sealed-off cave near Dun Mardukar, Melek let the power of the circlet loose on the captives. He hammered on their minds, twisting and squeezing and insinuating until his hostages worshipped him, and truly believed he had saved them from mirdain who sought to kill them. He then embarked upon an ambitious program of god-driven selective breeding, shaping the alfar into a race suited to his goals, and to subterranean life.

After several centuries, Melek was pleased, and he emerged from the birth-cave with the ancestors of the present-day alfar. He led them into the large cavern known as Dun Mardukar, at the heart of the subterranean land known as Nagast. There they constructed the great city of Shoal, and Melek took abode in the Towers of Silence, a stalactite citadel overhanging the city.

As the alfar thrived in their subterranean pit-home, Myrthai and Lorathai realised the full extent of their son's treachery. They incited a mirdain invasion of Nagast, seeking to exterminate the twisted elf-race shaped by Melek's evil. Through heavy defenses, and despite their inexperience in subterranean warfare, the mirdain hammered their way to Dun Mardukar. But before the gates of Shoal the alfar launched a fierce counterattack, breaking the ranks of the mirdain army.

The surviving invaders fled to the surface, and the first stage of Melek's rebellion was successfully concluded.

source: http://df.warcry.com/index.php/conte..._the_alfar.php
sympa
__________________
Hanny, je t'aime mais je devais changer ma sig. :')
<pose sa tente dans la Croisée des Mondes, post "Darkfall">

Cela ne fera qu'un jeu de plus à surveiller
Entre Ryzom, Adellion, Darkfall... le choix va être très dur.
Pas les mêmes créneaux hein

Adellion : Plutôt orienté simulation "dure" (pas de magie, mort permanente etc..)

Ryzom : Orienté scénario, recherche d'infos, RP

Darkfall : Semble (j'ai pas tout lu) orienté full PvP.
Citation :
Pas les mêmes créneaux hein
C'est le moins qu'on puisse dire
Mais c'est ce que j'aime bien en ce moment avec ces futurs jeux online. On commence enfin à avoir des produits qui cherchent à se démarquer des grosses productions (souvent liées à une licence) que je trouve un peu trop formatées.
ils réfléchissent a mettre en place une vue 3eme personne, mais ne la mettrons que si elle ne nuit pas au game play de la fpv

la vu fpv dans un rpg n'a plus a faire ses preuves a mon avis (daggerfall/morrowind, thief, neocron en multi) elle apporte des choses en plus:

on voit vraiment ce que voit notre pers, les joueurs sont a notre taille ou plus petit (nains...), les maisons sont plus grandes et il faut lever la tete pour voir le ciel

on y gagne en combat, les manoeuvres de fuite, de contournement, les pas de cote, se cacher, le backstab, tout ca est posible en vue fpv

pour moi c'est plus d'immersion
Oui je m'étais trompé.

Le doute car je vois mal comment faire un jeu quasiment full pvp ,donc beaucoup de combat avec une vue ou tu vois pas arriver les ennemis.
Ben c'est mieux, j'ai toujours trouvé bizarre de pouvoir voir à 360° dans un jeu

un jeu qui promet... merci de prévenir, je peux commencer à économiser pour avoir un PC qui tienne la route... parceque je sens qu'il va etre gourmand
Imaginez pouvoir trancher la tête de vos ennemis ... ou simplement les pourfendre
Et oui en plus de tout ce que l'on connais de Darkfall il sera gore
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