A friend list has no impact on download size, it's text that's passed from the server to the client when you login. It's possible they cache your friend names and the appearance data locally, but that would be raw data as well, not complete models, textures, and take up very little space. The reason that the friends list is capped is likely because the system that checks who's online in your list may be seen as something that could increase latency, or it's just the limit they put on the database table and don't want to change it when there are bigger fish to fry.
As far as a map increasing the download size, yes, that definitely would, but it may not be that large. If a new location used mostly the existing assets, and the area used mainly existing character models, it wouldn't be massive. Remember that when you're talking about 3d models and landscapes, the main file is only instructions on how to draw the map (it's essentially x/y/z coordinates), and not a pixel by pixel detailed drawing (like an image or movie). For example, the 3d model of Cass is <1mb (can be verified /viewed at: http://www.defiancedata.com/models.php?id=1222). A map, while obviously much larger than a character model, will likely be a few hundred megabytes (does anyone know how large SV is?) but I wouldn't expect it to be in the gigabyte range.
The last couple of missions in the Defiantfew website flash game mentioned further story content in regards to Von Bach and the bad guy in the flash game showing up in the game.
However those were before the finale and the fact remains, we never really got cross over content for the entire second half of the show.
So the flash game states that we should've gotten content already, and so did the show (Indogene Kenya), but Trion states the next update is at the end of September so who knows what's going on anymore, the game is clearly no longer in sync with the show or any other content and hasn't been for a while. So what is actually going on with content is anyone's guess at this point.
Trion being hush hush until the last minute never helps either.
this is what trion has claimed , you know this , I know this .. but its a fact stated from trion several times, in live streams and on the forums, they have stated its just not possible to add more because it would increase the download size to large for the consoles.
as far as a map expansion , your talking a larger collision physical map , as in players being non physical to other players, vehicles being physical like driving on the surface map. defiance is a havok engine game .. http://www.havok.com/client-projects/games/defiance ..
No, I don't, it's the first I've heard of it. It makes no sense to me that there would be any impact whatsoever to the game download size. Latency, however, could potentially be an issue.
Anything I have ever seen in relation to the friends list relating to consoles, is that the console itself has a limit to the number of friends because the list is not entirely within the game itself, but handled on the xbox live and PSN services running in the background.
How does using the Havok engine translate to a map being larger in terms of file size? The Havok SDK handles rendering, scripting, physics and texture modeling utilizing imported meshes. What I believe you're talking about is a collision mesh, but that's inherent to the map itself as far as the raw terrain. The Havok engine processes collisions in real-time, so the ground terrain (flagged as collisions=true) will automatically handle driving, walking, etc so long as the character remains above the terrain object. The only assets that require a special collision mesh in the game from what I can see are the hotspots on a player or enemy for critical damage, or items that can be interacted with - but those are separate assets from the map anyway.
Basically you are downloading the whole game , assets, mesh models and everything..
the map is a physical map because its a collision map making the file larger, and if they where to add another expansion it would make the download size larger. and the assets included are stored on your pc/console,
You're not talking about file size, you're talking about having to re-download the entire asset package when changes are made - that's due to the patcher and packaging mechanism.
I think you're misunderstanding a few things when it comes to the map. It doesn't require an additional collision mesh, because that IS the actual map. If it's designed as one large object for the base (or sometimes broken into chunks), it doesn't need anything additional. The engine is told that "map" is a collision object, and processes it accordingly when sometimes impacts it through the physics engine. You don't need to first draw a map, then trace the map to show where the ground is; the engine does it automatically.
While yes, adding maps, or other assets does increase the size of the asset package, it doesn't increase it on the order of gigabytes. A new map the scale of our current main map (using existing assets) would not double the size of the game, because it would just spawn existing assets into memory.
When you generate a level during development, you do not need to include a model for every individual enemy, store, chest, etc, just one of each type, which is then spawned into memory when the level is drawn or that particular cell is streamed through the engine. It will obviously make the download/install larger, but not massive to the point of causing serious issues.