Would love to hear your opinion.
Would love to hear your opinion.
Basically, WoW gets around it by vastly simplifying player interaction.
200 players in one map instance.
But not 200 visible player with interactions refreshing on real time. Most likely you see diminishing level of details, if anything besides complete fabrication or no data at all after a certain visibility range threshold.
It's certainly doable though.
In fact when they released WoW Classic they had a new technology they called layering where even if you were in the same realm as somebody you could be on a different layer and therefore not see them. People absolutely hated it and went crazy.
So that is why I asked him if he had played it since he said "at a certain point there isn't much difference to players between 50 people and 200 people within visible distance" which is just wrong.
In that case, let's assume that each player waves (/wave). I've done this before with >50 players and took a screenshot and we were all in sync. It's also possible to have 50 players in the same area fighting in real time, e.g., in a battleground. This was back in 2010 when I played ... So I am not sure if it's any fabrication at all, otherwise everyone would die, etc? Given players have health, take damage, get healed, etc.
But I don't believe WoW could do it now, the last time I played WoW, early last year, in a large raid, there would be spells cast from invisible people because the characters wouldn't even load.
But Britain bank with lots of people was always laggy. Especially if there wasn’t a server reboot in over a week.
The underling issue here is the information needed scales exponentially with the number of players interacting. Supporting 200 players means 400x as much information as 10 players instead of 20x as much. So specifically for WOW, there are problems with more than 80 or so players at once in PVP. If you do things like large scale open world PVP getting desyncs, disconnects, heavy lag is common. Also for major cities and other high density areas most servers have 4 or more "phases" where you can be in the same place in the game and not see other people not part of your phase. So you could have 50 people in a guild all together, 200 people in local, but most of the other 150 in another phase.
The said, FTA I think people are focusing on the wrong side of aisle. From what I understand, I don't think anything they said is impossible; it just seems like the team is very inexperienced and MMOs are incredibly complex and given how few MMO developers there are (MMOs are popular, but they aren't diverse) they might have bit off more than can chew. I'm really not seeing how what they are trying to do is anymore complicated than Fortnite or Minecraft from a backend standpoint (I'm very green to game programming)