World interaction

Post » Fri Jan 25, 2013 9:33 pm

It was stated in several interviews that one of their main focus areas was world interaction, because this is a big part of any TES game.

It was then confirmed in a play through that you actually could take things off tables and shelves like bread, books and potions and so on. This was possible because all interaction object were instanced/phased to the player, so even if you take it, it will still be there for another player to take. :tops:

The question is this:
Are physics part of this game, like HAVOC engine ? Can you move things, or are they just static object that go away if you pick them up ? This is one of the parts of TES that I love, so I hope they do it right.

(One of the great things about Oblivion and SKyrim, was taking a apple out of my inventory and placing it on a wood stump in a forrest, then going back a few hundred meters and practice my bow on it. The arrow sticks in to the apple, so I go over..pull out the arrow and place the apple again for a new shot) --> Now that is world interaction for ya. :clap:

What are your thoughts on “WORLD INTERACTION” ? what do you want to see, that is realistic to implement ?
User avatar
K J S
 
Posts: 3326
Joined: Thu Apr 05, 2007 11:50 am

Post » Sat Jan 26, 2013 12:01 am

I don't know how tech like that would work, if you move the apple does the game remember that for your particular instance forever? That sounds like a lot of server storage would be needed, and if on the other hand that stuff was handled locally it sounds like it would introduce a lot of potential bottlenecks and lag for people who have moved a lot of things as they all get loaded into memory.

So basically, I have no idea how this will be handled, but I don't see you being able to throw stuff around because that leads to griefing.
User avatar
Chloe Yarnall
 
Posts: 3461
Joined: Sun Oct 08, 2006 3:26 am

Post » Fri Jan 25, 2013 3:41 pm

I don't know how tech like that would work, if you move the apple does the game remember that for your particular instance forever? That sounds like a lot of server storage would be needed, and if on the other hand that stuff was handled locally it sounds like it would introduce a lot of potential bottlenecks and lag for people who have moved a lot of things as they all get loaded into memory.

So basically, I have no idea how this will be handled, but I don't see you being able to throw stuff around because that leads to griefing.

Think SWG housing..... thousandths of player homes all filled with randomly placed player deco. it's possible...Vanguard did the same. It a question about how smart their server is

edit: but without the physics though
User avatar
Stacey Mason
 
Posts: 3350
Joined: Wed Nov 08, 2006 6:18 am

Post » Sat Jan 26, 2013 12:04 am

I just hope it doesn't have the crazy skyrim physics where urns and bottles want to stand on their heads when you put them down.
User avatar
Paula Ramos
 
Posts: 3384
Joined: Sun Jul 16, 2006 5:43 am

Post » Sat Jan 26, 2013 7:22 am

Think SWG housing..... thousandths of player homes all filled with randomly placed player deco. it's possible...Vanguard did the same. It a question about how smart their server is

edit: but without the physics though
That was all one world though, if every object is instanced by player (Your post being the first I heard of that mind you) you are talking SWG x however many players, which is a LOT.
User avatar
Natasha Callaghan
 
Posts: 3523
Joined: Sat Dec 09, 2006 7:44 pm

Post » Fri Jan 25, 2013 7:20 pm

I don't know how tech like that would work, if you move the apple does the game remember that for your particular instance forever?

It would work the same way an interactive quest object works - one player takes it and to them it's gone, but to the next guy the object can still be clicked.
User avatar
Phillip Brunyee
 
Posts: 3510
Joined: Tue Jul 31, 2007 7:43 pm

Post » Sat Jan 26, 2013 12:32 am

Well they say it's in the game..question is how they did it....and in what degree...
User avatar
Matt Gammond
 
Posts: 3410
Joined: Mon Jul 02, 2007 2:38 pm


Return to Othor Games