Arcanum Multiplayer Improvements...

Discussion in 'Arcanum Discussion' started by ICERSX, Jan 4, 2005.

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  1. ICERSX

    ICERSX New Member

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    Hi all :)

    Having originaly got and completed arcanum several times back in 2002, I recently decided to give this great game another go and stumbled across these great forums. :D

    Anyways... I too (like everyone else) am disapointed in Arcanum multiplayer but was wondering if there is anything we (as players) can do about it?

    I mean... I can list about a dozen other games where players have taken it upon themselves to improve a game that the original developers have given up on (through a community made patch/mod etc)...Is a similar thing possible with this classic game?

    Even to this day I still play Diablo 2 purely because of its decent (if rather dated) online play...

    If a way can be found to improve Arcanum, i'm sure myself and many others (especialy in my Diablo 2 clan) would love to give it a try.

    Anyways...Just a thought :/

    Thanks for reading.
     
  2. ICERSX

    ICERSX New Member

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    Well I just gotten out of a game of arcanum online (i died lol)...Surprisingly I found 3 others in the lobby who were also trying to get a game going...turned out to be pretty fun.

    Anyways... I decided to write down a few of the main things Arcanium multiplayer needs. I realize this may just be a dream but it can't hurt to simply discuss them. Feel free to add your own gripes/complaints about A:Multiplayer to the list. :p


    1: Dedicated server support - This could open the door to semi-persistant world servers (like on never winter nights), where the server remains up 24/7 and players are free to login/out at will.


    2: Lag issue resolved


    3: Option to save character files on the server rather than client machine - Again this is a big step to allow persistant world servers & would also make it alot harder for players to 'cheat' or use edited characters to gain an unfair advantage.


    4: Additional "Dungeon master" commands for the host - Things such as #move #teleport #invis etc to allow the "dungeon master" to run the server more efficiently.


    I would imagine that those four things are going to require that the network code be re-written into something a little less primitive and more efficient...
     
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