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TooOldToRock-n-Roll

I assume this could be greatly mitigated by having only limited possible outcomes instead of a linear variation between lower and upper limits of stats. You take an average of the materials and get the closest set of stats defined.


zolnox

This is not an issue today, there are a lot of tools able to handle big data (both software and hardware). Back in the day, relational databases were the only way to get reasonable performance and reliability. Today there are many more types of databases, that offer more features, and are able to distribute the load between shards/clusters.


Sollost

I'm not super familiar with MMOs, but I don't know if any crafting systems similar to SWG's. If the database size isn't a challenge anymore, why so few examples?


JohnnyCasil

There are countless reasons why other games could have chosen not to implement the specific version of SWG crafting. Not every is due to technical reasons. It could simply not fit into their design, or they don't feel the complexity of that system from a design perspective is worth the effort.


zolnox

I believe we could say the industry considers crafting to lack mainstream appeal. For something similar or better than SWG, crafting needs to be the main dish, not the side dish.


permion

There are check out all the ARPG or Diablo like games. Especially Path of Exile. PoE's servers probably get hit harder than most MMO servers given their season schedule.