Entering buildings

User avatar
Gerald_Deemer
Posts: 145
Joined: Thu Jun 28, 2018 4:14 pm
Location: Earth

Entering buildings

Postby Gerald_Deemer » Sun Mar 03, 2019 4:53 am

All these skyscrapers with the beautiful lighting. I think it`s important to be able to enter most of the buildings even if there is nothing to do. All the RPers out there would be very happy and the environment feels more alive and accesible.
There were so much games with great citys to explore but you could just enter a few buildings which was disappointing every time.

How do other players think about that? I would like to know. :?:
A game’s graphics are meant to appeal. A game’s mechanics are meant to make you feel amazing or challenged. A game’s sound effects are supposed to add life. But a good game’s UI is meant to disappear!

Consultant
Posts: 1753
Joined: Thu Dec 22, 2016 7:48 pm

Re: Entering buildings

Postby Consultant » Sun Mar 03, 2019 7:39 am

Being able to enter a building carries very signficant costs, depending upon how you do it.

If the building has, for example, 20 floors and all of the floors have offices, desks, coffee stations, etc., that is an enormous number of objects that have been added the world. As you run past the building (but not iside) that stuff is affecting your character's speed. Filling just a couple of buildings with stuff and leaving them open (no doors), is an invitation to crashing the game or giving it enormous FPS issues.

On the other hand, having each building be open to exploration by making the doors into entry points for a instance (this is what we are doing) moves the player out of the city to another map -- a map that is not burdening the same servers as are carrying the city itself. So the inside of each building becomes a little universe until you leave, and rejoin the city.

This is how most great games operate. Either way, the player experience is good, but one way is much faster in terms of player experience.

The other issue is this -- it costs a lot of time and money to create all of those interior building spaces. Since we are a small team, we'd rather make mission maps, and delay any extra spaces for exploration inside buildings. We are also prioritizing the creation of new levels of the ship, worlds to explore, alien ships to fight in, etc., ahead of more building interiors that don't house missions.

Playable environmental content is our first priority.

User avatar
Blaze Rocker
Posts: 371
Joined: Sun Dec 24, 2017 7:50 pm
Location: Kentucky {Protector: 07'-12'}
Contact:

Re: Entering buildings

Postby Blaze Rocker » Sun Mar 03, 2019 4:22 pm

How about a compromise?

For just a few buildings per ship level the buildings can have windowed lobbies and partially windowed observation decks. Everything between can be dead-space that is inaccessible.
Time to let Ol' Painless out of the bag.

Pyrion
Posts: 205
Joined: Thu Jan 12, 2017 7:31 am

Re: Entering buildings

Postby Pyrion » Mon Mar 04, 2019 6:09 am

I would like realistic building insides, but they are pretty low priority at the moment. Give us a playable game first. I fully support Consultant in his views on this. Making realistic building insides now could easily delay the launch for a whole year... it's a lot of complexity for only a minor gain in fun.

Parabola
Posts: 35
Joined: Wed Jan 02, 2019 1:17 pm
Location: Body - GB; Soul - Union

Re: Entering buildings

Postby Parabola » Mon Mar 04, 2019 8:18 am

I would like to see office maps and player apartments (if they ever become a thing) have windows that show a view of the city that is supposedly outside but that isn't actually connected to the zone itself. So have some npcs and cars on the streets outside to give it a bit of life but don't sync it with what is really going on. That way the inside is still a completely separate instance but it gives the feeling of connection to the wider world. It would probably need to at least be synced to the main zone day/night cycle to really drive that illusion home though.

User avatar
Odee
Posts: 563
Joined: Fri Sep 21, 2018 1:15 pm
Location: Fredericksburg, Virginia

Re: Entering buildings

Postby Odee » Mon Mar 04, 2019 10:08 am

Guys, Guys, GUYS! In every MMO, I have been part of, and that is a lot of MMO's, very few buildings are accessible. In fact the only ones that are, are either Mission oriented, Auction Houses, or Bases. Consultant is right about the overload of coding, and strain it would put on the players system, as well as the servers.

STO handled this with small interior maps for the ships. But very few buildings, and doors in that game are accessible. Same for LOTR, WoW, D&D Online.

The SIMS 3 and even TS4 had some issues with large maps, where you could enter every building on invite, to see how they were furnished, etc. The games will slow down drastically out in the world, but once inside, it returns to normal.

Is that the kind of game you all want to play where every step, takes 5 seconds?
Image
Rah-rah Ree! Kick 'em in the Knee!
Rah-rah Rose! Punch 'em in the Nose!
Rah-rah Ralls! Kick 'em in the other Knee!


Return to “General Discussion”

Who is online

Users browsing this forum: No registered users and 4 guests