![]() We feel the current system works, but the lack of characters entered in the Kolossium sometimes causes abnormally unbalanced fights. ![]() The rating and matchmaking system (which selects characters for teams) will not be revised. Character ratings will be reset for the final release. Similarly, the dual rating system (random matching and fixed) is not available in the alpha release but should be available in the final version. We will continue to work on it and we intend to incorporate this into the final release of the ISK. The system which allows filtering of characters who register in teams and those who are matched up by random matchmaking hasn’t been integrated into this alpha version yet. We will continue to look for solutions in order to integrate spectator mode, but for now, we can give you no guarantee this will happen. We realise that this functionality is important to you but the development resources required to integrate it into interserver mode would be too substantial and delay the project for a much longer time therefore, we made the decision not to include it in the final ISK release in order to allow us to concentrate on the main functionalities of the ISK system. ![]() In order to include a spectator mode as it is currently along with the ISK, the entire interface would need to be rehauled and, in particular, it would require development of a means of transferring the details of every ISK battle in progress to each server, while allowing you to “log into” any ISK battle. ![]() The current spectator mode was not designed to be able to follow several hundred simultaneous battles (grouping together Kolossium fights across fifty or more servers involves a potentially huge number of battles, which the current interface would not be able to sort and identify correctly). Unfortunately there is one feature that will not be included in the final release of the ISK, and that is spectator mode. We do not envisage deploying the ISK without allowing players to stay in touch with players from their server. This is a fairly complex aspect of the ISK’s development that involves allowing the DOFUS client to maintain multiple, simultaneous connections to multiple servers (the origin game server and the ISK combat server). This aspect is in the process of being developed and should be ready for the final release of the ISK. It is, however, possible to communicate with team members who are in current battle. However, in this alpha version, it is not currently possible to access social features related to the origin server, e.g., no private messages, guild or alliance chat, Perceptor or prism attack notifications for example. The character transfer towards the ISK server is transparent to the player (no intermediate loading). This should no longer be the case in the final version. (Currently, once combat is over, returning to the home server entails a logging out phase then a logging in phase. After the battle, the characters are transferred back to their home server once more. The principle works like this: when a battle has been located, characters are transferred to a specific ISK server where they will compete. In this first version of the ISK, we are focussing on the dynamic transfer of characters between the game’s servers and the ISK dedicated servers.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |