So let me understand this. What you are saying is its ok to call 40x40km "Unlimited"? This should be called 'large' terrain, not unlimited. Its completely misleading.
(11-27-2011 03:17 PM)Demostenes2 Wrote: 40x40km is enough for any MMO ever.
It never has been and never will be good enough for 'any' MMO, not even for 'any' game (eg flight sims).
Most certainly it will be good enough for 'many' games and MMO's ... but not 'any'.
If you are building a realistic game with change of environments etc (Icy north and humid south etc), you cannot have snow and 40km away tropical beaches that you can fly to in a few minutes then hit a wall ... thats just ridiculous. That means a dead standard 155mm artillery shell can be fired from the tropical southern rebel island and take out a military base in the icy north ... lets not think about missiles etc.
Not every game being built is dark-ages themed (with no powered vehicles etc).
(11-27-2011 03:17 PM)Demostenes2 Wrote: Have you ever tried to populate lets say 30 square kilometrs with reasonable content?
I would say your generator needs improving. On large terrains designers should only have to 'tweak' selected areas of interest. Also on many modern engines (I'm not sure if Esenthel has something similar as I'm still learning it) you can insert a 'reference world' (like instances of smaller worlds) .. so you build a few nice terrain outcrops etc, and insert them all over changing orientation etc ... that makes for fast editing of generated content.
The whole idea of realistic modern combat games is to have large open spaces to cross and which are natural boundaries to seperate teams etc. And it doesn't have to be land-mass : 70% of earth is oceans, and in a game its great to navigate oceans.
Furthermore, I suspect a world of 40x40km etc is going to perform like a dog when its a MMO. If its a multiplayer with 10 or 20 players that might be ok, but a MMO with hundreds / thousands of logged in players - all on one server ... I don't think so. Any MMO needs to be divided up to attempt to distribute players over more servers - so in Esenthels case multiple worlds.
On a positive note, these smaller worlds can still work though : if worlds can be 'joined' (viewed from neighbor world and be navigable - ie. a player can cross over into the next world - ie. transfer onto another server) .. then you can have say a 30x20km world (island) next to say a seamass (or a few) of 40x40 and next to that another world (perhaps a few small islands) of say 20x20km etc etc.