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  #16  
Old 05-23-2014, 06:34 AM
cyan3 cyan3 is offline
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Originally Posted by Fysez View Post
Besides, I expected more because Graal is run off of players. Players become staff and build servers up to their expectations. Figured it'd be similar, but a bit more advanced.
That ship sailed a long time ago. If you look back into history very few playerworlds make it onto the server list and most fail within the first year. The only decent playerwords that have made it onto the server list in recent memory are Zodiac, the redesign of Delteria, and at a very long stretch Atrius. If you look at that success rate is it any surprise people are reluctant to precipitate in the development of playerworlds?
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  #17  
Old 05-23-2014, 03:52 PM
Fulg0reSama Fulg0reSama is offline
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I'm not sure what you're arguing against in here; You didn't specify.
Attachment 55653
I don't think I was trying to argue.
But I was definitely pointing out a phrase and questioning it out to proceed the thoughts out of you more on the subject, as well as mentioned before, ribbing you for the fun of it.
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  #18  
Old 05-23-2014, 05:15 PM
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  #19  
Old 05-24-2014, 01:46 AM
Fysez Fysez is offline
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Ahaha, World of Warcraft. I miss playing that game..
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  #20  
Old 05-24-2014, 01:50 AM
Fysez Fysez is offline
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Originally Posted by cyan3 View Post
That ship sailed a long time ago. If you look back into history very few playerworlds make it onto the server list and most fail within the first year. The only decent playerwords that have made it onto the server list in recent memory are Zodiac, the redesign of Delteria, and at a very long stretch Atrius. If you look at that success rate is it any surprise people are reluctant to precipitate in the development of playerworlds?
But if you think about it, people don't seem to care.
All around, people are buying servers and paying their time to achieve something great.

Everyone knows there's a small chance it'll actually become a famous server.
But there's a little piece in everyone that says "I can do it!" And so the time begins to try.

The only way a server truly fails to become what they want, is when they give up.

You can make a bad server, and then change bit-by-bit to become better -- If you don't give up.

So it's worth a shot if you're up to the challenge.
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  #21  
Old 05-24-2014, 02:43 AM
Fysez Fysez is offline
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Spent a long while on Collision detection.
You can see the video here:

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  #22  
Old 05-24-2014, 04:54 AM
Fulg0reSama Fulg0reSama is offline
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  #23  
Old 05-24-2014, 07:30 AM
Galdor Galdor is offline
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  #24  
Old 05-26-2014, 03:00 PM
cyan3 cyan3 is offline
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Originally Posted by Fysez View Post
But if you think about it, people don't seem to care.
All around, people are buying servers and paying their time to achieve something great.

Everyone knows there's a small chance it'll actually become a famous server.
But there's a little piece in everyone that says "I can do it!" And so the time begins to try.

The only way a server truly fails to become what they want, is when they give up.

You can make a bad server, and then change bit-by-bit to become better -- If you don't give up.

So it's worth a shot if you're up to the challenge.
That outlook is a little bit naive. The biggest reason a playerworld fails is that they lack any sort of focus or clear direction. This is mostly because project management practices are ignored and the development team blindly works on either none-essential or unfit for purpose systems. You can't tell me that realising, after one year of development that almost everything has to be redone that the "I can do it!" mentality still exists. I am sorry if this comes off as being mean but history does show us that a lack of project management will lead to a loss in moral for development teams upon the realisation that the last year of work was pointless.

I have quoted an old post by Dusty that explains it in more detail.

Quote:
Originally Posted by DustyPorViva View Post

(^ timeline assumes playerworld actually succeeds, majority of the time they don't)

But in all seriousness, servers fail because they're too hyped to get working on stuff without actually putting all the time that's needed into planning. Really, really good planning can shave a few years off dev time, and possibly save a good server. And I don't mean just a small .txt with little details, I mean fleshed out stuff. Sketched maps of the overworld(and perhaps even settings, along with REASONS for a town, personalities and histories of the NPCs), lots and lots of ideas, concrete plans that bring everything together, and a firm, firm idea of what you want.

If you're talking about classic servers... oh, I dunno honestly. Just something doesn't tick for me to bring me in. If I wanted to play an RPG, I'd go play one of the many better ones out there. Era is too laggy for me(I've played 3D games where lag wasn't that big of an issue for me, being on 56k). Hmm, and others just don't seem to offer much. Maybe some would be nice but they insist on ass-ugly tilesets that burn my retina's and push me away from the server. As for the 'classic-type' servers, they offer no direction. I like exploring, but I hate randomly running around doing mindless things hoping I find a quest, and then finding one only to see it's kill a bunch of baddies or push a million blocks. Then find there's nothing to do with the fullheart I gained because the server is dead.
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  #25  
Old 05-26-2014, 03:13 PM
Jakov_the_Jakovasaur Jakov_the_Jakovasaur is offline
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its worth mentioning that in the extremely unlikely event of a newly developed server raising the bar and actually developing most of the things its staff originally set out to, theres a strong possibility that the development actually turns out to be the easy part, and the staff encounter much bigger obstacles that are entirely beyond their control

in the case of attempting to launch a 3d version of graal, the said obstacles would be even bigger
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  #26  
Old 05-26-2014, 04:50 PM
Fysez Fysez is offline
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I guess that's true, in a way. Maybe I look at things differently.
I once owned a server that I was working on for a few months. I developed on it alone every day, always making new things. It did fail, but not because I gave up. Because my mind was set to "What is this ever going to do to benefit me?"
I then threw the project away and went right onto making my Graal-alike, which currently looks beautiful.

Enough of story time, I have experience in 3D programming. And I can work alone.
Would be nice to have help, but not necissary.

I'll post pictures soon, but I've been working on the terrain -- I've got the look of it done (for now, possible change in the future), just need to add details and maybe some graphic settings in case the resolution is too high to run
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  #27  
Old 05-26-2014, 06:18 PM
Kamaeru Kamaeru is offline
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  #28  
Old 05-26-2014, 07:13 PM
BlueMelon BlueMelon is offline
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Cool stuff! Are you managing a git repo we could check out? Keep us updated on your progress
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  #29  
Old 05-26-2014, 07:18 PM
callimuc callimuc is offline
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Cool stuff! Are you managing a git repo we could check out? Keep us updated on your progress
Apparently she's banned on the forums because of in-Game actions, knowing Graal she won't be unbanned. Perfect example of "action > think"

You can follow the progress on her Graal FB tho
https://www.facebook.com/fyse.vizeverza?fref=ts
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