Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
While not affected by stamina, your accuracy is indeed hindered by movement and stance (crouching, aiming down sights, etc...) this may increase to be a little more punishing in the future however, but the systems are in place and functioning.
· MMO RPG elements could trash a good game design
We have no plans whatsoever to add anything like this OR pay to win elements. The only additiona would be simple levels just to show playtime (epeen) / gate players from playing competitive right out the gate.
There are a number of ways to execute on a fast, dirty and efficient server browser for an MMO FPS that can work very well for you and your fans, handle all the objections of home advantage et al. and save you a lot of time cost and overhead on your CMS.
As well, no publisher to date (including the best funded AAA title juggernauts) apparently employ Developers that understand the statistical and networking limitations of an MMS.
In a nutshell, unless you have enormous play-share in all separations of latency over 150µs (hundreds of thousands of active ready to go players 24/7) an MMS is going to hurt and likely ruin your game due to the time it takes players to get going in log scale to the number of people that aren't playing.
Summarily, a few hundred players that have 130µs of latency separation can sustain and even grow a game audience of a game that's started with a server browser because they can see how many players are available, the join process of joining is interactive, and even if there aren't a lot of chices they know the limitations going in.
Hosting games through an MMS is a black-box to the Gamer who has no idea how long his wait will be, and as players get impatient wtih an unknown wait and leave the wait will get longer for an MMS to concatenate and start a game.
There's math and market testing (under NDA I'm sorry) that demonstrates that MMS initiated games require an audience more then 20x the size of server browser initiated games to be sustainable, and that more compelling MMS games will be considered 'dead' with an audience large enough to stimulate growth of less compelling games hosted with a browser interface.