
Note: I said plenty, not great, plenty.
Otherwise, go fuck yourself.
Moderator: Thanas
It's okay Aaron there is help for your condition, but if we are going to get you help your going to first have to admit you have a problem.Aaron wrote:Yeah, I'm fine with 24 players, big fucking deal. If at some point it increases on the 360, great.
Note: I said plenty, not great, plenty.
Otherwise, go fuck yourself.
Yeah, i would rather play a game that has a smaller map overloaded with players than a larger map with too few. It was hugely annoying in BF trying to find something to do, and sometimes I would go like 10 minutes not seeing anyone and then BAM i bump into a tank a half-dozen enemy infantry. Respawn.Uraniun235 wrote:I think part of it would be scaling. Battlefield 2 attempted this to some degree, but even then the server doesn't dynamically adjust the playable map area based on the number of people in server - it just loads a different map (well, the same map, but with different borders and objective locations) based on how many players you've configured the server to allow.Lagmonster wrote:Not that I know shit about making functional and fun online games, but I'm still more or less looking forward to FPS games with a couple hundred players on each side. We've been peaked at 64, MAG excluded, for some time now. Is there some kind of threshold technologically involved, or is that just about the maximum number of people you can throw into a modern FPS at once before things aren't fun anymore?
So if you run a 256 player map, and the server population drops, it might get a bit lonely or weird with only ~40 players in a map designed for 200.
Additionally, you'll probably want to incorporate support for smaller sessions, which means someone has to go through and create and balance maps suitable for varying session sizes - and the game will need to be thoroughly tested and stressed under the maximum player count, which could be more expensive if you want to throw professional testers/QA people at it.
Ultimately, the proportion of people wanting to join a huge combined-forces battle - whether an organized clan match or a pubbie mob melee - is going to be smaller than the proportion of people who just want to hop into any server and shoot guns at some other dudes while yammering over voice chat. Hell, there's people who think a 24 player server is way too much. So the cost/benefit thing doesn't indicate "huge servers" to the people with capital.
I feel for you, though, I really do. I remember having a blast on BF1942 and BF2 and thinking "man this would be even more awesome if we had enough dudes to fully man all these vehicles and still have dudes left over to run around on the ground".
Bad Company 2 can do that, the engine BF3 is based off of. Screwing around with the files showed that it was possible to change the reason why a Rush map's boundaries were extended. It was theoretically possible in engine to set a trigger that says "when players = X then use boundaries Y" They use the setting on rush map to change the map boundaries every time both objectives are destroyed but they could be used on player numbers.Uraniun235 wrote:If they could pull it off where the server was able to dynamically change the map boundaries and objectives based on server population, that would be dynamite.
Wait, are you seriously making the argument that a game designed around 24 player multiplayer is quantitatively worse than a game designed around 32+ player multiplayer?Mr Bean wrote:
24 players is a console limit which must be designed around and it limits games because of it.
Yes and no, Yes because it limits your flexibility in what you can do in your multiplayer. If I can run 500 players on the same map I have much more freedom in my design decisions about how your multiplayer matches are going to run and what kind of modes your going to have.weemadando wrote:
Wait, are you seriously making the argument that a game designed around 24 player multiplayer is quantitatively worse than a game designed around 32+ player multiplayer?
Thank fuck someone else got in here before I did.CaptHawkeye wrote:Game mode and game play options have a lot more to do with design of the mechanics than a player count in a server.
I always thought having 32 people in a game was overdoing it, 64 just sounds like a pain. Besides its your use of the word "superior" that's making you sound pretentious. At a certain point more people = less fun. This might be one of those cases.adam_grif wrote:Are you trying to say that having less options on the console versions doesn't make them inferior? Because the PC version will be able to do everything the console version does in terms of 24 player games, plus the ability to play on larger maps with up to 64 players. This means that the actual content of the game is superior on PC, not just the usual PC advantages of being able to use K&M and having much sharper image quality and better graphics.
Although I am being partially joking with the Console Peasents / PC Gaming Master Race stuff, the PC version is definitely looking like the indisputably superior version in this case.
The game doesn't force you to run the max player count, and can do everything the console version can. This "less players = more fun" is irrelevant even if it's true (and it's not), because you can do that too. This gives more options, i.e. it is the superior version because it caters to both crowds.Aura wrote: I always thought having 32 people in a game was overdoing it, 64 just sounds like a pain. Besides its your use of the word "superior" that's making you sound pretentious. At a certain point more people = less fun. This might be one of those cases.
Yes it is stupid, because people are acting like the PC version being better means the console versions are shit when nobody said that.Losonti Tokash wrote:This is such a stupid argument. It'd be nice if the console version had more players, but it doesn't, and it's like is going to make it a bad game, as the Battlefield games that are already on console have shown.
It's really not.Aura wrote:I always thought having 32 people in a game was overdoing it, 64 just sounds like a pain. Besides its your use of the word "superior" that's making you sound pretentious. At a certain point more people = less fun. This might be one of those cases.
However, when each spawn has enough vehicles to supply the entire team with one for their very own, it quickly becomes a competitive version of being the dutch boy with his finger in the dike rather than a game which involves shooting or other cornerstones of the FPS genre. That's my main problem with it, that you can grab a light vehicle, cap a point, then grab another without any concern. Even worse when players start stealing tanks, and one team ends up with a heavy armor brigade to take on the other side's five man squad. Plus, that kills kit choice because you need to be able to deal with tanks personally.Steel wrote:At the same time, underpopulated servers are where you need the light vehicles to get to where you can actually do something in reasonable time...
I think that the BC2 conquest maps peak at 24, so by 28 or 30 they're at capacity if not full. However, the solution is the same as for BF2, just make bigger versions. The Bf2/2142 32 player maps were bigger, and I personally preferred their feel because they tended to have less of a tight terrain funnel around the points than BC2, and I prefer that feel. The 16 player maps got a lot of the BC2 feel anyway, so it's not like if they go back to the traditional model we're losing a lot. I would like some specialized small and large maps though.I like the higher populations, however I dont like it when the density gets too high. A full BC2 server is great, but if there were 32 players on most of those maps then it would be a bit much.
Wait till 2012 or so when XBox 360 II and PS4 come out.Lagmonster wrote:Is there some kind of threshold technologically involved, or is that just about the maximum number of people you can throw into a modern FPS at once before things aren't fun anymore?