I've yet to see a UWO private server, a group stating their plans are to create a private server, or anything really on that front. limit # of accounts, restrictions on unattended macroing, etc), perhaps it could mitigate the continuation of UWO's current issues. It's one of my top 12 MMORPGs if a private server were to come along with some rules in place (i.e. I record gameplay footage and save all of the data I reasonably can for any MMORPG I come across and occasionally I have the data a project needs but isn't able to find. ![]() ![]() If you want a private server for UWO, I would start by saving every piece of data for the game you can, whether it be patches, clients, pcaps, etc. Someone who is more knowledgeable about the subject could explain it much better than me. How the data is stored client-side also makes a difference. Other games store a lot of data server-side (i.e. Two examples are Asheron's Call and WildStar. Some games store a lot of information in client-side files or are structured in such a way where using mysql or mariadb or another db is relatively easy to implement.
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