DEVELOPER DIARY 8: SCIENCE IN THE CITY, REALTIME STATS & OFFICERS

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    • DEVELOPER DIARY 8: SCIENCE IN THE CITY, REALTIME STATS & OFFICERS


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      Commanders! Calling all players who are within the area of Valletta, Malta. Dorado will be attending Science in the City, 2018! You can find us in the Digital Area, where a playable demo will be available showcasing a special scenario solely focused on Malta! The Malta Map is being Demo'd at a blistering x120 game speed, with special rules and balancing put in place. These games will be running on local systems in a controlled environment, so you can rest assured that the servers will remain unphased due to the sheer intensity of resources these games need. And before you ask, we cannot provide these games to the standard rotation of CoN otherwise the servers would melt.
      The Team will be there for a chat and exhibit, so drop by and pay us a visit to get to know the team and the work that goes on behind CoN!


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      In other news, over the weekend we are going to be executing the migration process again for the Realtime stats to be Live and running again. We cannot promise that it will work but we believe that the results are promising.
      Speaking of promising, we are currently balancing out the Officers into the game and ironing out the implementation requirements for them. You can look forward to more details being released in the following weeks.


      //Dorado
      Dorado Games
      Conflict Of Nations

    • I would love to play anything at x120!! But you stating that your servers would melt, I doubt that it would be that bad. You can run x10 games (or higher) if you had more than a single server running on i7 processor and you didnt run 100 maps in a single day, to which people mess up or get upset that they got beat on and quit just to join another server. Maybe limit the amount of games that a player can be on at 1 time and limit the number of maps that are released every day. While you may want to think so, your player base is really not all that big. Its not like you are running a zynga game or anything where you have 300k-700k player base.
    • Servers melting is a figure of style. X10 games were breaking due to the game engine struggling to handle it and ultimately causing script errors and bugs that sometime go to corrupting db.

      You can bet that the X120 press version they used to showcase the game was quite modified.
      Running an online alliance is pretty much like running a small company, except you need to find other way than money to keep your employees productive. May they play or work, they are humans.
    • Opulon wrote:

      Servers melting is a figure of style. X10 games were breaking due to the game engine struggling to handle it and ultimately causing script errors and bugs that sometime go to corrupting db.

      You can bet that the X120 press version they used to showcase the game was quite modified.
      I'm thinking point of defence was reduced to 1 ptc, radius of timejump to province centre to 0. And other things, like AA and patrol tiks or Arty oneshot chain...
    • We ran a dedicated single server on seperate Code where we adjusted all stats. So we didn’t set the game to 120 - we made everything 120x faster.

      And no, this is not feasible for release or public, but it shows the potential of the engine and game.
      "Going to war without France is like going hunting without an accordion." Gen. Norman Schwarzkopf

      The post was edited 1 time, last by Germanico ().