I think it would be more effective to improve the compensation for advertising BYOND. I personally love the current system, but it does take 60 days for any money to show up in your wallet, and it is a pretty old system with old advertisement image options.
There needs to be some sort of way to detect whether an invited member sticks around besides them buying a membership, most likely. Hm, maybe something else to encourage not only inviting people, but working hard to keep them around too. A bonus to this would be if it got people commenting, tweeting, and such about BYOND in a more positive or at least less negative manner. |
LILMESSI18 wrote:
People don't make good games in byond cause they don't want to put up with it, and if it ever got really popular and they wanted to expand byond is to weak for one of those 1000+ type of servers.dont get me wrong great games could be made but people are about money and progress. All you need is to have a cult base of users and supporters that is all your looking for or should be. You all need to get byond being some super popular language out of your heads, I like byond cause its unique and mine. Keep it that way aslong as it gets then financial support its needs and regular purposeful updates. Tom wrote: Thanks everyone for the support (and special thanks to Teka123 for his OVER 9000 in donations, amazing!) We're doing what we can to improve the software, but what the poster above said is correct-- it isn't for everyone and was never intended as such. |
In response to LILMESSI18
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LILMESSI18 wrote:
LILMESSI18 wrote: No game in the history of ever has supported 1,000 players on a single machine hosted on some 15 year old's laptop hooked up to wifi in his mom's basement. There is no need to support 1000+ players to a single machine, because even professional solutions do not do this. I'd go into explaining how MMORPG "servers" are actually a cluster of dozens of individual servers, but I'm sure it'd be completely pointless. |
In response to Ter13
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They're called server FARMs for a reason.
I remember back in 2001, Ragnarok Online use to have about 21 servers to run 1 "server" in the game. And that is a tiny game by modern standards. Most big MMOs probably have hundreds, if not thousands of dedicated machines acting as one server. |
Back in 2001, hardware sucked, even by that dates standards, they were doing something badly wrong
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In response to Ter13
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No game in history, even professionally, has come close to that on a single machine. It takes a huge amount of processing power to handle a large number of players. Look at EVE; hell, THAT takes a supercomputer.
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You took that from what i said...
Even tom agreed with me on my main point. even though you didn't mention it at all. |
People don't realize that it is close to impossible to get something "insanely" popular made on BYOND, at least on global standards - but there's nothing wrong with that. All you need is to have a cult base of users and supporters. DM will never be some widely used language by game developers, it's for hobbyists by hobbyists (arguably), it is unique and "mine". Just as a game on BYOND need a core fan base eager to support so does BYOND to get really useful updates.
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In response to Topkasa
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Topkasa wrote:
No game in history, even professionally, has come close to that on a single machine. It takes a huge amount of processing power to handle a large number of players. This isn't true. The multi-player mod for Just Cause 2 ran beta tests with 1800 players on a single server. Not only did the tests perform well, but they said that they didn't make it anywhere near maxing out the hardware. Can you guess what their hardware setup was? JC2MP wrote: We have previously measured that the server, with 1000 players [sic (This is all I could find.)] concurrently playing, used 2 CPU cores (2.93 GHz), 90 MB of RAM, 5 MB of disk space and 35 mbit per second. |
I should clarify. Any server that performs validation and processing on players. As I recall, JC2MP functions more as a repeater than a game server. Hit calcs, etc are all done on the clients.
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Yeah, the issue with BYOND in such a scenario is it's thin-client, essentially, so the server most of the legwork. That is pretty much the price you pay for the ease of use of the language, the lack of server-client distinction and so on.
In a more bespoke solution, you get to make the design decisions on what needs to be server-side, what can be client-side, how to compensate for clock-skew, latency, jitter etc. For such scenarios, you then can get a lot more bang for your buck out of any multiplayer server solution. It's probably worth noting, that a lot of professional games we tend to take as our benchmarks for through-put are either very dated in technical design (like earlier MMOs) or your CS:S variety, where the design ethic planned for double-digit players, with optimistic network assumptions. Things like the CS:S dedicated server for example are largely re-purposed bits from CS:S''s existing network architecture, in order to meet the client's design assumptions. You're obviously never going to fit 1000+ player scenarios into a system like that. The Just Cause 2 multi-player mod though, I assume they got to start from pretty much a clean-slate in their design of how it'd all network together? |
Sort of. Their design is just to hook the various parts of the game and send/receive control info. Each player is basically a remote-control NPC to everyone else.
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Makes sense, and not the worst solution in the world. Presumably the server itself then uses asynch I/O patterns to get that through-put, NodeJS style, given their actual "code" code as it were is probably just very basic "send this to everyone else" stuff?
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I think it's just a comnbo of connection handling, basic filtering so only nearby players are relayed to you, and chat forwarding.
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Here we go, I've finally started making my mark on BYOND benefactorage (new word)! Got my main account up to $60, and the account for my gaming group up to third highest donating this month!
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In response to Jittai
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Jittai wrote:
People don't realize that it is close to impossible to get something "insanely" popular made on BYOND, at least on global standards - but there's nothing wrong with that. All you need is to have a cult base of users and supporters. DM will never be some widely used language by game developers, it's for hobbyists by hobbyists (arguably), it is unique and "mine". Just as a game on BYOND need a core fan base eager to support so does BYOND to get really useful updates.my exact point, which tom also agreed on. im not the only one jeez. |
In response to LILMESSI18
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LILMESSI18 wrote:
Jittai wrote: I just copy pasted your reply and changed some stuff around lol. |
In response to Magicmann
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Magicmann wrote:
Here we go, I've finally started making my mark on BYOND benefactorage (new word)! Got my main account up to $60, and the account for my gaming group up to third highest donating this month! Bought another two BYONDers(?) memberships today. Looking for one more worthy person. http://www.byond.com/forum/?post=1400133 |
This reminds me of the "featured games" feature we had before the website updated. If I recall correctly, only five or so games ever made it on that list. I can't say how hectic it was for ACWraith, but I'd imagine it was just as bad when we had a listing standard for games.
Assuming we do go for it, I'm certain it'll lead back to people complaining about the standards being too high ( they usually aren't ), some moderators investing a lot of time in pointless back and forth with the user, and then Tom getting spammed with complaints.
If it really is that important to be showcased, I'd recommend you make a feature request and provide exactly why it's important/beneficial. If it's added, I'll dedicated time to that section.