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 Post subject:Multiplayer - a quick note
PostPosted:Sat May 31, 2008 10:15 pm 
Connoisseur of the Godawful
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We could do it if we wanted. We just don't.

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 Post subject:Re: Multiplayer - a quick note
PostPosted:Wed Jun 04, 2008 8:25 am 
Literally Nine
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Go to hell, Mister Lynn.


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 Post subject:Re: Multiplayer - a quick note
PostPosted:Wed Jun 04, 2008 11:43 am 
Literally Nine
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Indeed. We probably will do multiplayer eventually. It just requires some very major changes to the game. Maybe even a rewrite.

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 Post subject:Re: Multiplayer - a quick note
PostPosted:Wed Jun 04, 2008 2:20 pm 
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Rewrites are fun.

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 Post subject:Re: Multiplayer - a quick note
PostPosted:Wed Jun 04, 2008 3:55 pm 
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We are doing multiplayer.
Xenos is multiplayer! :D

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 Post subject:Re: Multiplayer - a quick note
PostPosted:Wed Jun 04, 2008 7:08 pm 
 

Joined:Tue Sep 25, 2007 9:39 pm
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Wouldn't Onlink be better if it was a more adventurey, more challenging, less grindy experience, with less plain obvious mission objectives? Wouldn't it be better to play the Fallout 2, rather than the WoW, of hacking games?


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 Post subject:Re: Multiplayer - a quick note
PostPosted:Wed Jun 04, 2008 11:23 pm 
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Hacking games don't really translate to RPG games very well.

Nice try at the analogy, though.

-- Griffinhart

PS. Personally, I'd rather play the Baldur's Gate 2/BG2ToB of hacking games. FO2 was great, but BG2 had the whole Aerie romance thing...

What?

Hey, I was young!

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 Post subject:Re: Multiplayer - a quick note
PostPosted:Thu Jun 05, 2008 9:27 am 
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Well Onlink sorta is an RPG already. You take missions, go up in levels and upgrade your equipment...

But honestly I don't really know what he means. Both Fallout 2 and WoW are nonlinear and let you go wherever you want and do whatever you want (I think, anyway. I've only played WoW for like 5 minutes tops).
So is Onlink, you don't have to follow the storyline if you want, you can just become the uber-1337-haxxor.

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Creative people must be stopped! (Latest Entry 7/31/11: "Fishsticks (18+))

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 Post subject:Re: Multiplayer - a quick note
PostPosted:Thu Jun 05, 2008 6:16 pm 
 

Joined:Tue Sep 25, 2007 9:39 pm
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The RPG thingy was an analogy, where single player RPGs like Fallout, Baldur's Gate, Planescape Torment and Jagged Alliance 2 are a much better and satisfying experience than games like WoW or Diablo 2. In its current state, a multiplayer Onlink would have the same level of depth as WoW or Diablo 2, lot of money grinding, hacking other players' gateway, teaming up with other players to hack generic servers, the missions, with their "shutdown this mainframe", "copy that data"... have the same feel as these bad "kill 30 rats kthxbye!" quests present in most MMORPG.

With missions seamlessly blending story, challenge and objectives, a game like Uplink/Onlink could offer such a complex, epic and unique single player experience that no multiplayer mode could rival with. I posted a thread about that in the Future section several months ago which didn't collect much answers, probably because it was a giant wall of text.

I say let's make Onlink a giant beast full of conspiracies, espionage, ploting, backstabbing, where missions aren't straightforward and plain obvious as they are currently, and once the single player experience won't be improvable anymore, we'll see if it can be ported to a multiplayer gameplay. And I'm going to stop typing now lest I create another wall of text.


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 Post subject:Re: Multiplayer - a quick note
PostPosted:Fri Jun 06, 2008 7:34 am 
Literally Nine
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My issue with MP is the idea of PvP. Having a game like this without it is silly and it would be difficult to keep more seasoned vets from "pwning noobs."

Working on some ideas.

Or, by the way, the thing we me not being able to download more than 300kb at once is fixed (mostly). I have the Onlink code on my drive again.


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 Post subject:Re: Multiplayer - a quick note
PostPosted:Fri Jun 06, 2008 5:43 pm 
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Quote:
My issue with MP is the idea of PvP. Having a game like this without it is silly and it would be difficult to keep more seasoned vets from "pwning noobs."

Working on some ideas.

Or, by the way, the thing we me not being able to download more than 300kb at once is fixed (mostly). I have the Onlink code on my drive again.
So is this the backup that is from 0.1.2 or a recent backup of 0.1.3?

(I'm trying to discretely ask how far has work gotten on 0.1.3. :P)

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 Post subject:Re: Multiplayer - a quick note
PostPosted:Fri Jun 06, 2008 9:55 pm 
 

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I think the issue of n00b pwnage could easily be resoved by using "dynamic" IP addresses for the agents gateway. So if they get owned they just logout and then back in again and boom new IP address. You could also implement IDS systems into the gateways that would alert the user they are are in the process of being hacked, similar to the way the trace automatically starts once you bust the admin password on some systems. Another idea would be the standard n00b protection where they simply cant be hacked until they reach a certain level or initiate PvP hacking with another player.

I am considering starting work on an MMO version of Uplink utilizing RakNet for network functionality...as soon as I can get Uplink to compile properly on VS2008 =)


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 Post subject:Re: Multiplayer - a quick note
PostPosted:Sat Jun 07, 2008 1:01 am 
Literally Nine
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So is this the backup that is from 0.1.2 or a recent backup of 0.1.3?

(I'm trying to discretely ask how far has work gotten on 0.1.3. :P)
It's our latest development code. There has not been a ton of work on 0.1.3 yet, but I'll be pressuring Miah to get to work stomping on bugs.

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 Post subject:Re: Multiplayer - a quick note
PostPosted:Sat Jun 07, 2008 2:52 am 
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Good, one bug I found, I get a 500 internal service error trying to access Bugzilla.

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 Post subject:Re: Multiplayer - a quick note
PostPosted:Sun Jun 08, 2008 12:01 am 
Literally Nine
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Fixed. Bugzilla went down because there was a server failure within the past couple weeks and we haven't quite worked out all the quirks.

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