| Author |
Message |
![[Post New]](/eaforum/templates/default/skins/en_US/nfs_wo/images/icon_minipost_new.gif) 10/30/2009 05:28:30
|
mafiaconnection
Joined: 10/04/2009 07:05:49
Messages: 23
Offline
|
NFS WORLD ONLINE: ALL THE WORLD'S A STAGE - EPISODE 1
Mucho Interesting!
http://needforspeed.com/web/nfs-na/blogs/developer-blog/-/nfsblogs/515761?_Blogs_WAR_globportlets_redirect=%2Fweb%2Fnfs-na%2Fblogs%2Fdeveloper-blog&p_r_p_564233524_authorId=19614
This message was edited 1 time. Last update was at 11/02/2009 15:43:03
|
www.nfsracing.co.za
http://www.youtube.com/user/nfsracing365 |
|
|
 |
![[Post New]](/eaforum/templates/default/skins/en_US/nfs_wo/images/icon_minipost_new.gif) 10/30/2009 06:38:28
|
desigangsta420
Joined: 09/23/2009 12:18:03
Messages: 8
Offline
|
must admit that the guys behind the game are doing a great job...
the screen shots look AMAZING!!!!!!!
cant wait for an open beta.......
|
|
|
 |
![[Post New]](/eaforum/templates/default/skins/en_US/nfs_wo/images/icon_minipost_new.gif) 10/30/2009 06:57:00
|
Loonybin0
Joined: 09/23/2009 18:10:48
Messages: 56
Location: 820 S. Boylan Avenue Raleigh, North Carolina 27603-2176
Offline
|
They listened? Amazing.
Revelations: Bayview, Palmont, Rockport were meant to be on separate sides of the country; west to east? Interesting, because that means one heck of a journey from MW ending to Carbon beginning. Cross was an avid pursuer...
NFS.com has finally released the first real news about WO. Let the flood of anticipation begin...
|
Mechanic of the World Garage. |
|
|
 |
![[Post New]](/eaforum/templates/default/skins/en_US/nfs_wo/images/icon_minipost_new.gif) 10/30/2009 10:44:39
|
XXXKielun
Joined: 10/22/2009 13:04:21
Messages: 2
Offline
|
Article and screenshots are amazing. Like desigangsta420, I can't wait for the beta version of World Online.
|
|
|
 |
![[Post New]](/eaforum/templates/default/skins/en_US/nfs_wo/images/icon_minipost_new.gif) 10/30/2009 17:07:33
|
jaizon
Joined: 10/24/2009 10:12:03
Messages: 10
Offline
|
It's also nice that they mentioned Bayview and that they didn't count it out. Would be a great follow up depending on the success of the initial release.
|
|
|
 |
![[Post New]](/eaforum/templates/default/skins/en_US/nfs_wo/images/icon_minipost_new.gif) 10/30/2009 19:39:39
|
halconfenix
Joined: 10/23/2009 16:18:07
Messages: 46
Location: Manizales (Colombia)
Offline
|
i quite feel relieved knowing the NFSWO developers didn't forgot about Bayview...
but i'm still quite annoyed at the fact that the developers decided to put the 2 cities close together... i understand their reasons since i'm a programmer myself (although im still too newb to games programming)... but i'm pretty damn sure as well there should be a proper solution to separate both cities and put some decent and cool roads between them without creating load times...
let me explain in the most easiest way possible (if my bad english allows me to)...
Truth be told, if we did that, we'd have to force the user to experience a load time at some point between the two cities. What we're trying to accomplish is to create as big of a drivable playground as possible within our current technical limitations
when you drive around the environment, the software pre-loads in memory and renders all the 3d stuff around the car by little "zones" since its somehow impossible to load the entire city at once, so while tha car is moving everything else around it (scenary, buildings, traffic, etc) in that zone gets preloaded, rendered and unloaded once used all of that in real time.
so moving though a road between cities should be technically easier since there's actually less 3D stuff to pre-load and render...
so if i'm right (and please correct me if i'm not) it could be possible to use that (sort of) free memory to pre-load one part of the destination city while you're on the road... avoiding loading times.
i hope i have managed to explain the technicalities of the problem (and a possible solution) properly since english is not my native language...
This message was edited 1 time. Last update was at 10/30/2009 19:40:11
|
 |
|
|
 |
![[Post New]](/eaforum/templates/default/skins/en_US/nfs_wo/images/icon_minipost_new.gif) 10/30/2009 22:38:43
|
DigitalGuido
Joined: 10/21/2009 13:09:23
Messages: 13
Offline
|
What you're describing is called "streaming" which we already do. That is how we have such a large world as it is. There's no way you could preload that entire world in memory. Your load time before races and such would be massive otherwise.
There are other issues associated with a large world besides streaming data. I'm not the best person to speak on that topic, but I trust the incredibly smart engineers on my team and have enough experience over the past 14 years to know when we need to work around our limitations.
We know we can't make everyone happy, but we ARE commited to making the best NFS experience we can.
|
|
|
 |
![[Post New]](/eaforum/templates/default/skins/en_US/nfs_wo/images/icon_minipost_new.gif) 10/31/2009 03:23:47
|
Kaizeras
Joined: 07/23/2009 09:54:25
Messages: 722
Location: Yambol,Bulgaria
Offline
|
Why do you guys want these canyons so badly?! Ed said that they've thrown the logic long time ago. So just start thinking otherwise...like in the years after the events in NFS Carbon,a Titan named DEVELOPORUORUZ came and decided that canyons suck,and many people die there so he made a massive earthquake and sank the cursed place into the Earth,and moved the cities closer to each other.
Or... in the past a catastrophical event destroyed the canyons and in the near past the people built 2 cities - Rockport and Palmont. People started racing with horses and stuff( They were chased by the local sheriffs back in the old times) ,and the cities started growing. The cities became bigger and bigger until they connected .
Just stop thinking about Need for Speed Carbon and Need for speed Most Wanted,and start thinking about Need for Speed WORLD Online.
Not only that canyons are technically not a good idea,they're a bit useless - who's going to drive through them in freeroam?!Sounds a bit stupid idea because it's going to take you around 10 minutes with an endgame car to go from Rockport to Palmont. And what about cop chases in the canyons?! Where are you going to hide? Maybe jump out of the road and hope that the cops will let you rot down there.
Eventually people are going to regret for wishing the canyons to be in free roam because they'll be useless and cause frustration.
Its logical that Bayview won't be included after release,since its WAY too outdated. A simple re-vamp wont work - devs will have to start it from SCRATCH. Of course they haven't forgotten it - they spent a whole year making the city.
So stop worrying about the canyons and start asking questions (as you see the developers actually READ what we say). The devs are people who know what they're doing. They're the ones who made you happy and entertained while playing they previous NFS titles.
p.s I'm in a hurry,so I haven't edited it much..there may be logic fail in some sentences.
This message was edited 2 times. Last update was at 10/31/2009 03:25:16
|
Enter the garage!
YouTube Channel
|
|
|
 |
![[Post New]](/eaforum/templates/default/skins/en_US/nfs_wo/images/icon_minipost_new.gif) 10/31/2009 08:36:22
|
Loonybin0
Joined: 09/23/2009 18:10:48
Messages: 56
Location: 820 S. Boylan Avenue Raleigh, North Carolina 27603-2176
Offline
|
No logic fail. (Umm... horse racing in the old days? lol, interesting...)
The fact that a serious dev blog mentions the fans' concerns (our concerns) is still awesome to me. I certainly hope that such a trend can continue.
I agree that canyons would be in the way between cities, but I still think they would be cool if they were on the city outskirts or something.
|
Mechanic of the World Garage. |
|
|
 |
![[Post New]](/eaforum/templates/default/skins/en_US/nfs_wo/images/icon_minipost_new.gif) 10/31/2009 15:28:08
|
halconfenix
Joined: 10/23/2009 16:18:07
Messages: 46
Location: Manizales (Colombia)
Offline
|
<------- (newb feeling a bit scolded, probably deserve it anyway)
nfs_web.DigitalGuido wrote:What you're describing is called "streaming" which we already do. That is how we have such a large world as it is. There's no way you could preload that entire world in memory. Your load time before races and such would be massive otherwise.
as i was saying... just preloading a part of the city but you are the experts in that matter, not me.
nfs_web.DigitalGuido wrote:There are other issues associated with a large world besides streaming data. I'm not the best person to speak on that topic, but I trust the incredibly smart engineers on my team and have enough experience over the past 14 years to know when we need to work around our limitations.
that's good to know.
nfs_web.DigitalGuido wrote:
We know we can't make everyone happy, but we ARE commited to making the best NFS experience we can.
true enough... (i think i'll shut up now)
|
 |
|
|
 |
![[Post New]](/eaforum/templates/default/skins/en_US/nfs_wo/images/icon_minipost_new.gif) 10/31/2009 20:23:04
|
UberSil
Joined: 11/23/2008 11:14:23
Messages: 5328
Location: Planet Bob
Online
|
I was completely baffled by why we had to have canyons between the two cities. Because I was always under the impression that Palmont and Rockport were rather far apart. Plus Carbon didn't start right after Most Wanted. I mean one day Cross is a cop with bad hair and the next he's a bounty hunter with corn rows? Wouldn't the police force at least wait a week before firing him for wanting to go after a guy who is no longer in their area? And it takes quite awhile to get corn rows done.
So I like the tunnel idea. Anyways, like I said before. The canyon races can still be in the game without the canyons being accessible. They weren't accessible in the PS2 version of Carbon and I still got to play with them.
|
 |
|
|
 |
![[Post New]](/eaforum/templates/default/skins/en_US/nfs_wo/images/icon_minipost_new.gif) 11/01/2009 06:38:13
|
Kaizeras
Joined: 07/23/2009 09:54:25
Messages: 722
Location: Yambol,Bulgaria
Offline
|
...
Oh! I want to add that Palmont and Rockport existed in the Stone Age too!
They were 2 large settlements. People raced with their own feet and the police were big,angry beasts with sharpened teeth and..I think you got the picture. The problem back there was that when the police gets you,the game ends and you're ..totaled (eaten is more accurate) . Racing was a part of your life,since this is the way to beat the other racers with your clan (the other racers were deers and stuff) and survive.
Since man existed,there was always a Need For Speed.
p.s I think I'm going a bit offtopic now.
Oooh just had a glimpse on the comments about Ed's article. Lol,devs are going to regret for answering the community questions. The more you guys answer,the more questions you'll be asked. Its okay for the moment - the NFSWO forum has 10-12 active people.
If you're wondering what to write in episode 2, I can give a question which pissed me off when I see it on my videos.
Is the game going to have full day/night cycle?
This message was edited 3 times. Last update was at 11/01/2009 06:52:09
|
Enter the garage!
YouTube Channel
|
|
|
 |
![[Post New]](/eaforum/templates/default/skins/en_US/nfs_wo/images/icon_minipost_new.gif) 11/08/2009 11:28:13
|
Loonybin0
Joined: 09/23/2009 18:10:48
Messages: 56
Location: 820 S. Boylan Avenue Raleigh, North Carolina 27603-2176
Offline
|
cem_ea_id.UberSil wrote:I was completely baffled by why we had to have canyons between the two cities. Because I was always under the impression that Palmont and Rockport were rather far apart. Plus Carbon didn't start right after Most Wanted. I mean one day Cross is a cop with bad hair and the next he's a bounty hunter with corn rows? Wouldn't the police force at least wait a week before firing him for wanting to go after a guy who is no longer in their area? And it takes quite awhile to get corn rows done.
So I like the tunnel idea. Anyways, like I said before. The canyon races can still be in the game without the canyons being accessible. They weren't accessible in the PS2 version of Carbon and I still got to play with them.
You... know from experience lol?
Also, other threads have it but I think the official NFSWO intro site should go here too: http://www.needforspeed.com/web/nfs/world
This message was edited 1 time. Last update was at 11/08/2009 12:22:54
|
Mechanic of the World Garage. |
|
|
 |
![[Post New]](/eaforum/templates/default/skins/en_US/nfs_wo/images/icon_minipost_new.gif) 11/09/2009 18:34:23
|
oshaylinux
Joined: 06/28/2008 02:23:52
Messages: 2314
Location: Mississippi
Offline
|
After reading that article, I'm getting to be skeptical about WO. To me, it just sounds like EA is making excuses for illogical decision making. Well, in the interview they directly admit that logic plays no role in their decision making. I hope the game does not confirm my theory of...EA is relays on the visual appeal of the NFS games to compensate for the illogical, technical, and overall short comings. I seeing that WO may continue in that tradition.
So now I understand why they changed an exciting bridge jump into an uneventful tunnel.
|
 |
|
|
 |
![[Post New]](/eaforum/templates/default/skins/en_US/nfs_wo/images/icon_minipost_new.gif) 11/10/2009 08:30:19
|
Kaizeras
Joined: 07/23/2009 09:54:25
Messages: 722
Location: Yambol,Bulgaria
Offline
|
You're a pessimist.
|
Enter the garage!
YouTube Channel
|
|
|
 |
|
|