Salan wrote:I think the biggest thing that players wanted with Torchlight was the ability to play in a game where everyone had the same chance at the same things. Where consoles couldn't be used and game play skill would be required to gain your goods rather then the anger fit of typing a command in the console when it doesn't fall in your lap. Now Most players likely play legit, with the odd extra caveat thrown in when it suites. For instance I don't have time to farm as I mod most of my 'game time' away. So I give myself gold and then "legit" buy things with the gold.
It would be nice to join a server where the 'give myself gold' wasn't an option and I would just simply suck it up and play as the game was intended.
Now my main question for you guys is simple. How many people can be in the game at a time, in your persistent world. You could build your game in one of two ways. There is 1 instance of the world, and everyone is moving through that instance together, constantly effecting the exact same instance of the game, much like WOW for instance. Walk through a dungeon and find random player bashing on monsters. Obviously in this setup you would need monsters re-spawning much like a MMO does. and depending on your servers, it would likely work just fine.
The other way is to have a lobby system that people log into , much like diablo 3, where they connect to their characters. Then they browse a server list of 'shards' that have been created and join them and play individual instances of your "persistent" world. In this sense its persistent based on the character, and any changes you make. It would be more of a diablo3 secure server then a true MMO. BUT MMO is a muddied word these days. For instance the original guildwars used both concepts. You had your constantly running cities but private dungeon instances. Where WOW goes full persistence, and games like diablo 3 only connects players through a lobby chat, and server creations where their characters are report-ably 'safe from hacking' and persistent within their own progress.
Most people will think of the Diablo 3 set up when they consider private servers. I played Mythos alpha and Diablo 3 and Guildwars 1... They all hold their bonus's, and in the end it revolves around the restrictions of your servers and software.
which of the three styles were you guys aiming for?
You bring up a very relevant question about something that we felt could be easily misinterpreted. We're building towards your first interpretation of a persistent world. While we know our server can hold a great amount of players, we try to avoid giving out numbers because you simply never know before you stress it, but I can say that it's in the hundreds.
Even though this is our initial choice, we're open to change, we're creating this for the community's satisfaction after all, while it remains an educational project as well.
Hope this clarifies what we're aiming for.