Why has nobody made an MMO with the deep combat and rich environmental interaction of BotW? Combat in MMOs seems to still be stuck in the era of 1980s text rpg's with some lazy visual effects laid on top that don't even sync up with what's actually happening in the game.
Why has nobody made an MMO with the deep combat and rich environmental interaction of BotW...
what is black desert?
I don't know, what is it? I've never heard of that.
They exist, look at Team Fortress 2 or Overwatch and stuff.
If you're talking about a full fledged open world mmorpg, it's for technical reasons, obviously. The hardware required to synchronize a "proper" real time action fighting system with all it's split second variables across hundreds of platforms on a single server is way beyond the scope of what's possible today.
The reason MMO's have shit combat is because most of the world has shit internet.
By the time the entire world has the kinda internet connection required to have MMOs with the combat of singleplayer games, all games will be fucking candy crush phone shit.
>If you're talking about a full fledged open world mmorpg
I am, and what technical reasons? Computers are many many orders of magnitude faster than they were even 20 years ago, and yet combat has literally not progressed at all since Ultima Online.
even if everyone has badass internet it would still be very difficult for developers to get a large MMO with physics based combat to actually work
Then make an MMO for first world countries only and charge appropriate prices for it. Why should companies cater to poorfags from the 3rd world, most of whom are going to find ways to pirate your game anyway?
even if you make an MMO for first world countries only servers wouldnt be able to handle anything extremely complex like you're imagining
>deep combat
The game is great and all but deep combat? Nah, nigga
>deep combat
Nice b8
Gigabit internet with sub-1ms latency is available almost everywhere in developed countries now, along with backbone infrastructure that makes sub-10ms client-to-server connections easily possible in most big cities. That should be enough to handle at least a decent level of physics simulation over the internet.
It's an issue of network latency.
You can't effectively play BOTW if you have to share the physics and position data across a dozen, let alone a thousand players.
Garbage, combat sustem is awful
>MMO
limited tech. good luck being able to sync 100s of players up @ real time on your server.
there is a reason why "hack and slash" games like terra, skyforge and DCUO use animations and clipping.
its just easier to queue up animations and load them instead of syncing people, its why those games don't feel like a real hack and slash.
the only hack and slash mmo that even tries to sync people in 1 big area is dragon nest,
go into the main town and watch your fps drop from 120 to 20-30 fps because they synced everyone to the same shitty server.
>npcs have routines and run away from rain OH EMM GEE, GUISE
>botw has deep combat
Can you just die, please?
You'd think so, but MMO physics is an exponential threat to performance.
Doing small instances of BOTW for a party would work fine, but once you start scaling into 100 people all trying to play boulder golf, the server is going to shit itself.
It's because MMOs can't handle having hundreds of players on in one world while maintaining quality action combat. IMO I think that a system like Diablo is better, where you have a lobby and instance where player count is more limited but they can jump in and out.
Have you tried TERA or B&S? Both have a lot of issues aside from combat but fun combat systems at least, with manual blocking and shit.
It will just take an appropriate amount of scaling across more cpu/gpu clusters, along with appropriate pricing of your game to support that infrastructure. MMOs should be getting more massive in size, more deep in gameplay, and more expensive to play. Not going cheaper/f2p, and dumbing down things to go after the smartphone crowd.
>where you have a lobby and instance where player count is more limited
this. there is a reason why games like vindictus or warframe have 4 player lobbies.
Because the things you value in a single player game don't hold in a mp, let alone mmorpgs. Think about it
>Exploration is shit because you encounter players every 5 steps.
>No hidden places anymore, those would be populated with players.
>You cannot kill special creatures, there is a big queue of players waitting for respawn.
Basically, the magic would disappear
Too much shit to calculate and game would have to be completely lagless.
Hundreds of people fucking around in the same physics engine at the same time would probably run kinda shitty
Isn't Garry's Mod kind of like a multiplayer physics sandbox? Just play that.
All of these things could be solved by making game worlds that are hundreds of times larger than what we have today, giving enemies complex AI that allows them to "think" for themselves, and frequently updating all of this content. I'm sure many people would pay a lot of money to support this kind of game development.
>deep combat
lol
>environmental interaction
Would be too stressful on the servers
Because making deep combat is hard. You think why games constantly end up with mediocre combat even if it's supposed to be one of the important things the developer tried for.
Now you have an MMO where you have to make combat deep in PvE and PvP, very often work in something akin to open world and scale well between various encounters with big number of players.
That and lack of talent. MMO devs aren't too experienced with something like action combat. There is a reason why the currently best "MMO" (some fag will come to say it's not massive as always) is in PSO2, Sega has lots of talent and experience. Oh and maybe Monster Hunter Frontier but yes about that. They are also instanced and there is nothing wrong with it. For that combat it also help to dump as many PvE things as possible on client side. Like hit detection etc. Internet connection quality matters pretty little in PSO2.
About the AI is just a different topic. About makig the world bigger, then you cannot find people which makes the massive part indifferent.
No one would care enough to pay the extra money for it and the company would go out of business ASAP
You don't have some novel idea that no one has ever explored before
Objection my nigga.
Exploration isn't just good when you're alone. Not sure how it would differ now as MMOs and people have changed, but in say EQ or Runescape it was fun discovering new places and if you found someone it didn't make it worse, it means you made a new friend.
MMOs are not single player games, they have a very different magic. Also OP was just talking about combat I think.
DDO.
WoW had >12 million subscribers at its peak, each paying $15/month. You're telling me $180 million per year wouldn't be enough to develop a game like this? Not even considering the fact that you could charge $25/month for this concept and most people would still be willing to pay that if it really delivers on all of these promises.
OP said combat and rich interaction. The thing with mmorpgs is that they must last longer than single players, otherwise you cannot profit from it. And given the competitive nature of mmorpgs, you cannot simple ignore spoilers. The most interesting feature of BOTW is the exploration. If everybody knows where to go except you, you will always be noober than anybody else.
>You're telling me $180 million per year wouldn't be enough to develop a game like this?
WoW servers used to cost 1 Billion to keep up every year.
Menu-based for life.
Action combat elements are the cancer killing MMORPGs
Can I play this yet living in the US?
>if it really delivers on all of these promises
It won't
People wouldn't pay $25 a month and for the amount of money necessary for these servers that probably wouldn't cut it anyway. Market research has been done for this type of thing and generally speaking there just isn't a big enough audience to make it work
>blizzard willingly lost $800 million every year for a decade
That's the most ridiculous thing I've ever heard.
Actually, scratch that. My initial math was off. They made $2 billion/year from subscriptions, not $180m. So spending $1bn on server costs could be reasonable then.
My bad I did miss that.
I do agree with you to a point, even using my own example against myself in Runescape it was weird opening up a magically sealed tomb behind a waterfall and finding players inside killing fire giants.
MMOs do also have to last longer, yes but there are ways to gate players on exploration, and before you say that's a bad thing I don't mean just by something arbitrary like level, Zelda already does this with hookshots etc.
I also don't think there's a problem with being a noob, that's when a game is usually most fun. Yeah in an MMO eventually routine would take over and experienced players would know where to go and when. But you could do more dynamic things to change that. As other people have said itt that would just take effort devs aren't interested in.
>Then make an MMO for first world countries only
First world countries have shit tier internet
Some shit hole in the middle of nowhere has better service than us burgers in major cities
In Ultima Online, people started using macros, software to automate skill using. Because you improve your skills by using them, these macros removed the need to actually play the game. For most this was a good thing, since you could avoid the burden of spamming skills. But, what's the point of the game if you remove an essential part like trainning?
Some argued that, if you didn't like macros, you could play as normal. But if everybody is using macros, not using them will hurt you.
Now, imagine a big world in which the main point is to explore, and the first that reach x place gets the best items. If you play blind, you always miss the good things in contrast to the person that reads wikis and has an eye on forums
So, is not that being noob is bad, but the best aspect of this zelda (as op said, world interaction) would suffer a lot because you are not playing alone anymore, you are competing now.
>deep combat
>dodge
>Y Y Y Y Y Y Y Y Y
kek
2bil was just from the western servers, they made a good 4~6 from the eastern as well.
also good luck with doing complex calculations for good AI to make "deep" and fun combat to have a reason to be there without stuffing every single mob in an instance.
Name another game where an enemy can improvise random objects in the environment to use as weapons and you can then choose to improvise by batting it back to kill them.
hulk ultimate destruction.