mszv
Joined: 10 May 2006
Posts: 1864
If this belongs in the other open source section, I'm happy to have it moved.
Reading carefully what Mark (Chogon) said, it looks to me that we'll have the code for the client, tools and server, and will have access to a data server with the data for MystOnline. By "data", I assume this means the ages that Cyan produced.
Unless we kept our data files we'll have to redownload the ages. Perhaps we won't have to, if we still have our MOUL files, but new players will have to redownload the ages. New fan created ages will also have to be downloaded. I assume that there will be something set up (an executeable file we download) that will initially download the client, the Cyan ages, and anything else we need.
I thought that our new Uru would work pretty much like UU. We had fan run shards with UU, and it worked. In my scenario, we would start with a bunch of unconnected shards, because that's the easiest way to manage Uru. It's a comfortable amount of stuff to manage. If one shard goes down, if one vault gets corrupted, the rest of the Uru shards will merrily go on. Sure, it's not all connected, but it worked in UU, and I thought it will work in our new Uru. It's the most conservative approach for running something that is dependent on volunteers. We have one success on fan run Uru - Until Uru. We'd have a second success with this new open source fan run version of Uru.
Then I thought about all those downloads. If we have to download the ages, that's a lot of data to push through fan run machines and network. It's not that people aren't technical and smart, but these Uru setups will done by people as a "labor of love". To download such big files from a fan run thing - that seems expensive.
Can we speculate how this will work? Will players download the ages from Cyan's data server (Cyan incurs the cost), and the rest of the files from the fan sites? Again, I assume we'll have an executeable file that runs the downloads, so we won't have to separately download one file and then another. Or, do you think that fan sites will grab the data files from the Cyan data server and we'll download the Cyan ages from the fan sites. And how will it work for new ages - what do you think?
My assumption is that we'll have to run the servers and address bandwidth issues in as cost effective way as possible. I can't see people paying a lot for our new online Uru, though of course I could be wrong. I can't even see them paying a monthly fee. Anyway, setting up a monthly fee payment and authorization system seems like a lot to do for a fan site, and not cheap to do either. Accepting donations seems reasonably easy (do the Paypal thing), but setting up a monthly payment and authorization process looks involved to me. Perhaps you could do a six month fee, and then give the player an authorization key, but that seems involved to me too, for a fan run sites and servers.
Now I'm less comfortable that it's all going to work out easily. I'd be overjoyed to be wrong. What do you think?
Reading carefully what Mark (Chogon) said, it looks to me that we'll have the code for the client, tools and server, and will have access to a data server with the data for MystOnline. By "data", I assume this means the ages that Cyan produced.
Unless we kept our data files we'll have to redownload the ages. Perhaps we won't have to, if we still have our MOUL files, but new players will have to redownload the ages. New fan created ages will also have to be downloaded. I assume that there will be something set up (an executeable file we download) that will initially download the client, the Cyan ages, and anything else we need.
I thought that our new Uru would work pretty much like UU. We had fan run shards with UU, and it worked. In my scenario, we would start with a bunch of unconnected shards, because that's the easiest way to manage Uru. It's a comfortable amount of stuff to manage. If one shard goes down, if one vault gets corrupted, the rest of the Uru shards will merrily go on. Sure, it's not all connected, but it worked in UU, and I thought it will work in our new Uru. It's the most conservative approach for running something that is dependent on volunteers. We have one success on fan run Uru - Until Uru. We'd have a second success with this new open source fan run version of Uru.
Then I thought about all those downloads. If we have to download the ages, that's a lot of data to push through fan run machines and network. It's not that people aren't technical and smart, but these Uru setups will done by people as a "labor of love". To download such big files from a fan run thing - that seems expensive.
Can we speculate how this will work? Will players download the ages from Cyan's data server (Cyan incurs the cost), and the rest of the files from the fan sites? Again, I assume we'll have an executeable file that runs the downloads, so we won't have to separately download one file and then another. Or, do you think that fan sites will grab the data files from the Cyan data server and we'll download the Cyan ages from the fan sites. And how will it work for new ages - what do you think?
My assumption is that we'll have to run the servers and address bandwidth issues in as cost effective way as possible. I can't see people paying a lot for our new online Uru, though of course I could be wrong. I can't even see them paying a monthly fee. Anyway, setting up a monthly fee payment and authorization system seems like a lot to do for a fan site, and not cheap to do either. Accepting donations seems reasonably easy (do the Paypal thing), but setting up a monthly payment and authorization process looks involved to me. Perhaps you could do a six month fee, and then give the player an authorization key, but that seems involved to me too, for a fan run sites and servers.
Now I'm less comfortable that it's all going to work out easily. I'd be overjoyed to be wrong. What do you think?
_________________
Retired forum mod, mszv - played as amarez in Uru
Personal blog - http://www.amarez.com, Personal twitter - http://www.twitter.com/amareze
Last edited by mszv on Fri Jan 02, 2009 6:31 pm; edited 1 time in total

