Official Everybody Edits Forums

Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?

You are not logged in.

#1 2015-11-07 21:19:58, last edited by AlphaJon (2015-11-07 21:20:25)

AlphaJon
Member
From: Who knows
Joined: 2015-07-21
Posts: 1,297

Campaign releases: Multi-worlding

TL;DR: Make multiple worlds for new campaigns, so more people can join in and with less lag.

Hi, as you may know, when a new campaign is out, its worlds become full rather quickly for some time, effectively making people unable to join until someone finishes (also there seems to be lag problems for some people when there are a lot of players in a world).

My idea is upon release, the are multiple copies of each world of the new campaign, which will all behave the same except for the fact they are separate worlds, allowing for up to 50*(number of worlds) people simulteanously in a campaign world.
Having 100 players split into 4 worlds (for example) is way more useful than 50 players in a single world, with 50 other trying to get in.

The only twist would maybe be the fact you have to rejoin the same world you left for the campaign save feature.

Later, once the campaign is not that much played anymore, the extra copies of the worlds could be removed, but I don't think it would be necessary.

Feel free to share your opinion about this and suggestions to improve this idea //forums.everybodyedits.com/img/smilies/smile

Offline

#2 2015-11-07 21:46:19

jdude02
Member
Joined: 2015-10-09
Posts: 84

Re: Campaign releases: Multi-worlding

Maybe this would not be the best way, but still something needs to be done about the campaigns. Seriously, the first level in the new campaign had almost 50 people in it when I had seen it in the menu, my laptop would explode if I even considered joining.

Offline

#3 2015-11-07 22:27:13

AlphaJon
Member
From: Who knows
Joined: 2015-07-21
Posts: 1,297

Re: Campaign releases: Multi-worlding

jdude02 wrote:

Maybe this would not be the best way

I know there is also the "make it as if you have the [old] potion of solitude" idea, the differences between the 2 ideas are that with the solitude thing there is only one world (the best solution to lag-less playing, works as if it was 1 world per player), while with the multiple worlds you get to still communicate with people (you can chat and ask for help for a part, or whatever), it's just having separate worlds, really.

jdude02 wrote:

something needs to be done about the campaigns

I totally agree, hopefully it only happens on a release, or the campaigns would be unplayable.

jdude02 wrote:

my laptop would explode if I even considered joining.

While I don't have this problem with my current laptop, I understand, and there are more people than you expect in this case.

Offline

#4 2015-11-07 23:06:16

TaskManager
Formerly maxi123
From: i really should update this
Joined: 2015-03-01
Posts: 9,465

Re: Campaign releases: Multi-worlding

There are many games that use something like this.
But for now I doubt it's worth the efforts: the worlds will be that popular for a day and then the amount of players in these worlds will go down.


i8SwC8p.png
signature by HG, profile picture by bluecloud, thank!!
previous signature by drstereos

Offline

#5 2015-11-07 23:36:27

tentacleTherapist
Member
Joined: 2015-02-15
Posts: 185

Re: Campaign releases: Multi-worlding

Just wait it out, the campaigns aren't going anywhere, in about a day or so the lag will be gone. Apparently when ee moves to Unity lag won't be a problem anymore so there is not much point in trying to fix a temporary problem.


This is hella gay

Offline

#6 2015-11-08 00:38:02, last edited by SirJosh3917 (2015-11-08 01:04:11)

SirJosh3917
Formerly ninjasupeatsninja
From: USA
Joined: 2015-04-05
Posts: 2,095

Re: Campaign releases: Multi-worlding

Chill, I'll make a client that doesn't   listen to case "m" events.
(Aka wayyy less lag for every1)
EDIT: My computer must've lagged while i was typing it. Sentence fixed.

Offline

#7 2015-11-08 20:34:45

AlphaJon
Member
From: Who knows
Joined: 2015-07-21
Posts: 1,297

Re: Campaign releases: Multi-worlding

ninjasupeatsninja wrote:

(Aka wayyy less lag for every1)
EDIT: My computer must've lagged while i was typing it.

Oh, the irony.

On-topic: I guess it could also work, in this case it would be better if it was included as an option in the "vanilla" client

Offline

#8 2015-11-08 21:11:14

KingFudge
Member
From: In a land not so far away.
Joined: 2015-03-28
Posts: 177

Re: Campaign releases: Multi-worlding

Is EE going to move to Unity? I don't think my Chromebook supports Unity, an my Windows computer is just way too slow.

Offline

#9 2015-11-08 23:13:39

Hexagon
Member
Joined: 2015-04-22
Posts: 1,213

Re: Campaign releases: Multi-worlding

KingFudge wrote:

Is EE going to move to Unity?

It's moving to HTML5, so it's highly unlikely.

Offline

#10 2015-11-08 23:20:19

skullz17
Member
Joined: 2015-02-15
Posts: 6,699

Re: Campaign releases: Multi-worlding

Hexagon wrote:
KingFudge wrote:

Is EE going to move to Unity?

It's moving to HTML5, so it's highly unlikely.

Actually, Nou (or someone) stated in another topic that they wanted to move to Unity.


m3gPDRb.png

thx for sig bobithan

Offline

skullz171447021219556822

Board footer

Powered by FluxBB

[ Started around 1733340775.0844 - Generated in 0.178 seconds, 13 queries executed - Memory usage: 1.52 MiB (Peak: 1.68 MiB) ]