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Сообщить о проблеме с переводом
i do not understand this answer. We are all playing this to ensure the final version will be - as quoted - the best first person game for the midages. I truly see some chances to implement a coop....like you start together and then you do the big tasks together but both (or everyone) of the players can do some quests and build his or her own small town. The map is big enough for lets say 3 to 5 players. These players can support each other.
Sure....I prefer SP but this first person idea is great...the game setting is very nice...so why not coop? You would not compete so why not ?
Dynasty games are simulator/management games not RPG/FPS games.
I have to admit, my friends sole reason for not getting the game is that they cannot play together.
Personally i think the game would do well with both a coop online mode and maybe something later in a MMO sort of way, maybe with no starting villages and just people making up towns. That be nice.
As a indie developer the season changing would not effect multiplayer. Life is feudal has a seasonal gameplay and that can allow 10000 people (albeit, only 150 per server grid) at any one time.
The reasons is simply to do with additional programming requirements, based upon integers used to trigger and follow quest lines, each player would likely have a string attached to there character model with a integer database managing all there quest information. For example the main character will likely set a string to a different number during quest triggers, such as talking to Uniegost will likely change the integer of a string for example "Uniegost_quest1_active" from "0" to "1" which will have a check agaisnt it later from a different quest to see if its active or to trigger the next quest by calling up 2 different strings and comparing the integers attached with a pre set trigger such as both being equal or one higher then the other.
The problem is this, each player would have there own integer database, which means for 2 players you would need 2 databases running at the same time with different strings for each quest, practically doubling the required programming. Main MMOs, such as ESO for example will run massive servers that not only layout the game world, but also managed massive databases which will have thousands of players in game information saved. In feudal there are no quests in the game, and so integer databases for quest progression are not required, although they will still have databases for following skill progression for each player.
In order for the game to manage just 2 or 4 people would require a much slicker programming of the game in order for the host to manage the additional strains on there hard drive and CPU.
As such, there would be little reason for co-op and so it's not likely to be a feature.
This depends on whether they can market a coop feature. Personally i think a coop online feature upto 4 players is a viable thing they could do.
They would of course still maintain a single player game for those who do not wish to play with others, but it is by no means an impossible thing for them too do, its just a matter of whether the materials and time required to program it in is profitable compared to whether the overall community want it.
Given how many times ive seen someone ask whether a coop feature is coming asked on the forums i would be willing to wager a substantial portion of there marketable business would return the investment with dividends.
Here's hoping the devs find a way to make this game multiplayer.
Because it´s boring in a solo rpg open world..
I play it at the moment solo but i think they could make the game much more marketable if they added a co op mode.