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CSE decided to put december 2015 as estimated release date when they asked people to fund a portion of the game development. The discontentment comes primarily from that I guess. If they had put december 2019, those who would have backed would have known what to expect from the beginning and we wouldn't even talk about it. If you order a hamburger at the restaurant and the cook says it's going to take 10 minutes, but after 25 minutes you still haven't got it and the cook has been telling you 100 times that "it's coming soon!" [censored the rest of my little story ^_^]Realizer said:It seems like people forget how long it takes to make a game when you aren't simply modding existing assets sourced elsewhere, versus actually making it from nothing. WoW wasn't made in the 1 year press cycle it had. They worked on it for years before anyone even knew about it.
If no one knew about Camelot Unchained till last month and all of a sudden they announced beta within 6 months, no one would say anything about the time it took.
Gdemami said:Were the bots run from 1500 individual workstations outside of local network? ...
Quoting Mark on MOP:
1) Bots are “headless clients” running on separate AWS instances. This means that on different instances (servers), we are running 1500 separate clients. They are headless, because in our case, they aren’t attached to real players at keyboards, monitors, etc.
2) Bots are almost indistinguishable to the server from players. They are started up from player characters we created just for that purpose. As such, they have full access to all the skills, abilities, etc. as players.
3) Because Bots = players, the server treats them the same way as players (except they don’t get to ask for refunds!) and as such, consume the same amount of network traffic as players. So when a Bot is firing off an ability, it has to send the same message to the servers that players do and in return, are sent the same amount of information from the server.
4) Bots, in general, consume a bit more network traffic than players since they don’t spend any time talked, go off for “botty-breaks”, etc., like normal players do. In some tests we actually had them chatting so they could test the chat system.
5) Bots are not “NPCs” because those things are usually controlled from the same server(s) instance(s) and are generally not networked like players. We will, of course, have NPCs too but no NPCs were harmed in the making of these screenshots!
So, in terms of whether are Bots are the same as players in terms of Internet/network traffic and also client stability (they can crash too), etc., the answer is 100% yes! [...]