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5-06-2009 @ 9:54AM
"..but from the connections between players and them, which they may not have any control over anyway."If Eve Online's 64-bit server farm (http://www.eveonline.com/devblog.asp?a=blog&bid=588) and their new networking layer, StacklessIO (http://www.eveonline.com/devblog.asp?a=blog&bid=584), can cope with over a thousand players in the same place, and push out award-winning graphics at the same time, then technically it IS possible.The problem is that it would take Blizzard a long time to do it. It took the Eve Online team two years to finish StacklessIO. I don't know if I can see Blizzard spending that much time on fixing one battleground.Although a rework of their networking layer would bring other benefits in the future.. and a rewrite is often a good thing anyway.
5-06-2009 @ 10:03AM
Eve is completely different. There are no landscape graphics, ship models are very simple compared to the character models/armor in WOW, 'spell' graphics are very simple in eve. The draw detail distence in EVE is much smaller for other players... you can be 60km (not far) from another player, and they only appear as a small dot on your screen.Eve combat is also much closer to 'turn based'.. You don't have a shaman trying to earthshock (instant cast) a mage who is trying to cast a 1.5s spell. That split second timing is not needed in Eve.
5-06-2009 @ 10:13AM
Peter - I'm not sure I completely agree with that, given the complexity of the mechanics that govern space combat in Eve. As we all know, it's a complex game and timing is a big part of that.But I concede that graphically it may be less demanding.I'm just saying - I'm inclined to think it *is* possible to sort out WG, given the right code and the right hardware and enough time.
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