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A company car <a href=" http://www.crosscarefoodbank.ie/index.php/essay-on-the-crucible ">essay on adversity</a> These are useful tools, but they can only ever provide a limited glimpse at what may happen at launch. "The challenge is scale," says veteran game developer Martin Hollis. "It doesnīt matter how much you test with 10 players or with 10,000 players, you canīt always exactly anticipate what will happen with 1,000,000 players. Of course you should do your homework. Of course you should test with 1m robots, or more exactly, with automated scripts generated by people experienced in preparing automated scripts for testing massively multiplayer games. You can simulate a lot. But you canīt simulate everything, and bitter experience has shown that you canīt foresee everything. There is always a surprise or two with every massively multiplayer game, doubly so if you are dealing with millions of players in a spike."