|
#21
|
|||
|
|||
|
Quote:
Anyway. A dedicated iirc requires some form of server/client structure, so unless someone is hosting the chat, the session will disappear when nobody's online. Chatrooms require dedicated server(s), so it's out of the question. P2P communication is not impossible but the resulting product may not be as smooth and fancy as most dedicated chatrooms do. Without a secured server farm, iirc may result in security compromise depends on its architecture. Rather than asking Crate to put efforts in this, I'd want them to focus on the game itself. Last edited by IamHowie; 06-17-2012 at 09:20 AM. |
|
#22
|
||||
|
||||
|
I'd imagine the game will already have some sort of server/client architecture. I'm not sure how it worked exactly in TQ, and I know TQ didn't have dedicate multiplayer servers, but it must have had some sort of master service server that listed and coordinated all the P2P games.
I think it was hosted on gamespy? If so do they offer some kind of "chat server" api/ect in addition?
__________________
"I've always felt that a person's intelligence is directly reflected by the number of conflicting points of view he can entertain simultaneously on the same topic." Last edited by Renevent; 06-15-2012 at 09:02 PM. |
|
#23
|
||||
|
||||
|
@IamHowie: What I mean when saying that, is that only the devs can make themselves look bad if people actually take a look around the forums. In a situation like you describe, there is no direct communication between the customer and developer. In that case, you're correct. It's very easy. This situation is somewhat different. If no one bothers to look at what the devs have said, I suppose it's still possible.
Also, you have misquoted me. I would appreciate you fixing that. I don't care to have my words changed.
__________________
Quote:
|
|
#24
|
|||
|
|||
|
@Opal Monkey
I'm not quite sure where I misquoted you. I doubled back and deleted a part which is irrelevant to my response. Normally I won't change anything in a quote unless I wanted to pull a prank. Also, I understood what you meant, just more like sharing the kind of situation where developer shouldn't be the only one to be blamed just because they didn't do exactly what customers say, in a more joking way. That kind of mindset is exactly what makes today's gaming market what it is right now the way I see it. Devs have to streamline things to satisfy the majority or they'd die out like BIS, Troika, Bullfrog or Interplay. I backed their project because I support their ideal, not because they serve me like a slave. I could be unsatisfied with some part of the game, or just completely unsatisfied, but when I pressed that button, I knew there's a risk I had to bear, and as long as they are doing exactly what was advertised in Kickstarter, they are being complete honest and true to their intents. If I misunderstood, it's my fault and my own to accept what they had given me. But I think it's getting off topic. |
|
#25
|
||||
|
||||
|
Quote:
__________________
Quote:
|
|
#26
|
||||
|
||||
Behold what I found while searching for something else ...
__________________
latest feature article: Your name in the credits of Grim Dawn - in progress: Combat
please read: Tips and Best Practises for using the Forums |
|
#27
|
|||
|
|||
|
Well... After all the reading, imo the chat in game system could be an good feature for future implementation...
The focus of GD devs now is a solid single player off-line game and the alternative to play online... And thats why im supporting this project... Enought of uber full online perfect systems and a crapy game... We already have D3 doing this job just fine... So devs, please spend time and money on game development only... Take notes of online features and do it later release... |
![]() |
| Tags |
| chat, multiplayer |
«
Previous Thread
|
Next Thread
»
| Thread Tools | |
| Display Modes | |
|
|
All times are GMT. The time now is 05:14 AM.












Linear Mode
