In 2004 the problem was that the technology maybe wasn’t ready to support that structure, but in 2012 Guild Wars 2 employed all the systems I used in my own proposed structure, but ordered them incorrectly. Basically this new GW2 patch goes live in the 10 years birthday of that forum post. Aka: how to design a system ass-backwards.īut the model of server structure I suggested is way older than that rant, and it was described in 2004. So I ranted because I was realizing GW2 was going to implement a fucked up INVERSE model: PvE was server-based/persistent, PvP was instanced. The reason: a good server model wants persistent/home servers for PvP, while it needs instanced PvE, in order to load balance and avoid players’ fragmentation. Simple story: in 2012 I ranted against Guild Wars 2 server structure saying it was fucked up (I’m linking the forum and not the blog because it has the hard dates). You may think this is still way too arrogant, but the fact is that ten years later my model is finally getting adopted. But I don’t have that, so I simply believe that they are very slowly dragging themselves where I always stood, because my ideas have been flawless from day 1. If I had an ego problem I’d say that some dev from Guild Wars 2 finally read my blog and received enlightenment.
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