You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
It is always good to dream big. It would be awesome if one day we will declare project as finished, as a great product that makes handling thousands of concurrent player seamless bug-free experience at low cost , dynamically scaling sector sizes, managing resources to make every running server instance utilized in a efficient manner.
But for the start, it would be better to get real.
Lots of project like this die because the goal is so far away, that people just push forward for a few months and abandon project because they do not see if they are getting really closer to the end of it. I would love to see this project grow and succeed, and for this we need easier goal for start, and then we should aim higher.
For start, I think that our goal for first released working version we should focus on providing system that works in a most classic way, servers running as predetermined rectangular-shaped map fragments, which will send player to another sector server, transferring his equipment, vehicle, etc. When we achieve this crude form, and only then, we should start thinking about further development that would possibly one day become more dynamic.
The text was updated successfully, but these errors were encountered:
As much as I agree on the goal pushing dynamic mode to far might cause it to be inpossible to do later. We should decide a developmentent plant as well as all of the technologies that we would use for this project. We need to consider dynamic mode then choosing proxy platform and database solution. Otherwise we will end up with a great static sectors plugin and no way to expand it for seamless dynamic mode
I know there is a risk that it will become really painful to change that behaviour, like creating proper database usage in funnyguilds, but I believe that we need to cut some stuff out of the MVP to quicker get to the morale boost connected with working version release.
It is always good to dream big. It would be awesome if one day we will declare project as finished, as a great product that makes handling thousands of concurrent player seamless bug-free experience at low cost , dynamically scaling sector sizes, managing resources to make every running server instance utilized in a efficient manner.
But for the start, it would be better to get real.
Lots of project like this die because the goal is so far away, that people just push forward for a few months and abandon project because they do not see if they are getting really closer to the end of it. I would love to see this project grow and succeed, and for this we need easier goal for start, and then we should aim higher.
For start, I think that our goal for first released working version we should focus on providing system that works in a most classic way, servers running as predetermined rectangular-shaped map fragments, which will send player to another sector server, transferring his equipment, vehicle, etc. When we achieve this crude form, and only then, we should start thinking about further development that would possibly one day become more dynamic.
The text was updated successfully, but these errors were encountered: