Zainstaluj Steam
zaloguj się
|
język
简体中文 (chiński uproszczony)
繁體中文 (chiński tradycyjny)
日本語 (japoński)
한국어 (koreański)
ไทย (tajski)
български (bułgarski)
Čeština (czeski)
Dansk (duński)
Deutsch (niemiecki)
English (angielski)
Español – España (hiszpański)
Español – Latinoamérica (hiszpański latynoamerykański)
Ελληνικά (grecki)
Français (francuski)
Italiano (włoski)
Bahasa Indonesia (indonezyjski)
Magyar (węgierski)
Nederlands (niderlandzki)
Norsk (norweski)
Português (portugalski – Portugalia)
Português – Brasil (portugalski brazylijski)
Română (rumuński)
Русский (rosyjski)
Suomi (fiński)
Svenska (szwedzki)
Türkçe (turecki)
Tiếng Việt (wietnamski)
Українська (ukraiński)
Zgłoś problem z tłumaczeniem
Some people like to own games that are independent of monthly validation checks which renders them unplayable if they don't have internet acess 24/7. It's good for people that travel and among people in areas with ♥♥♥♥ internet. And people that like to the games they bought ten years from now.
Well then those people should ask developers to stop using the Steam DRM, as I have installed many games via Steam that don't actually need it to be running in order to work.
For gog games, games are require to provide full content for singleplayer at least and drmfree.
I wonder the majority of players preordered from gog or steam?
Maybe there is a small chance of it being DRM-free here too...
Worms United and WP Remastered were released on both platforms. United doesn't require Steam to run but about WP I'm not sure. Anybody else knows that?
When we talk about server-hosted games though, which I believe W.M.D is 99% going to be, hosting each game puts heavy pressure on the server. Each game will not only have to be intercommunicated between the players and the server, but the game logic will have to be executed on the server. The CPU performance needed for this is about the same as when you use the Export Log feature in Worms Armageddon (except that it's greater because W.M.D will inevitably be times more heavy than W:A), or playback a replay while minimized (e.g. with D3D9Wnd). Now multiply this by the amount of games going in progress. Obviously we're not talking about Minecraft-scale CPU power but I think this should clear things up in this regard.
It's not possible to predict how many active players there will be. Therefore it's not possible to predict the needed hardware, or the cost of renting such hardware.
P.S.: for the record, even in Worms 3D and especially Worms 4 Mayhem (where third party servers were used), the games were P2P. In the PSP version of Worms Open Warfare 2 (which is obviously not p2p), before the arrival of PSN, they used THQ's servers.
Ultimately, if PC/Console crossplay is still a question, an external server will be required.
https://www.youtube.com/watch?v=aE0hnDWI_0U