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#61
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WRONG. the max zombies active at any one time (unless it is manually adjusted for the server) will be the same as on a six man server. 32. So it says 600 zombies for wave one, but you are only ever fighting a handful at once. Raising the max active zombies per wave is a seriously dumb move. The performance cost multiplies exponentially. If you have seen lagless servers supporting 600 ACTIVE specimens in a wave, with 150 players, let me know. But i dont think so. Last edited by Alex_KF; 06-06-2009 at 02:30 PM. |
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#62
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Seriously, I don't understand the logic here TWI. You are saying that its bad to play the game normally (perk progression) with more players (And hence, more monsters with more life, thus scaling the difficulty).
BUT It's okay to play a game with 6 players that's designed so you rack up points insanely fast? (KF-Leveling, KF-PerkBuilder). Not everyone is a perk-whore. Not everyone is trying to build their perks up extremely fast. Some players just like having 32 players in a server. Why stop them from enjoying the game with perk progression? The perk whores who don't get to play in 32 player maps anymore will just go to the perk farming maps. You have done little to stop them. And you know what, if there are players out there who severely want to go to level 5 and play in a 32 player map, they are just going to go to a perk leveling map, rank up all the way to 5, and then go to the 32 player maps. Again, you have done little to stop them. The leveling maps are designed so that you rank up. Unless you kill yourself, there is no possible way that you can die. At least with the 32 player servers, you are still playing the game the way it's meant to be played. |
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#63
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It's impossible to limit the maps and maptypes that users decide to play on and run.
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#64
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No dude, you're not. In case you hadn't figured out, KF is kind of a game of ratios. The difficulty is a direct result of the number of enemies, versus the number of players at any given time. Back in the mod days, 6 man cap was chosen because it reflected the best balance for the number of active enemies you face in a single wave. So here's some math for ya.... 32 active enemies vs 6 active players Rough Ratio of 5 to 1 (the current "golden ratio" KF uses) to maintain that ratio, with a 32 man server you would need to have 169 active enemies per wave. And as I explained earlier, just because the "enemies remaining counter" says 600 or something, doesnt mean you are fighting them all at once. The active enemy count, unlike the total enemy count, is a fixed variable which must be changed by the server host manually. I've tested with about 60 active wave enemies, and it was a lagmess. Last edited by Alex_KF; 06-06-2009 at 03:09 PM. |
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#65
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I VISITED THIS FORUM AND ALL I GOT WAS THIS LOUSY SIGNATURE AND AN INFRACTION. RO2 '[DSAS] 50 TE ONLY REALISM' SERVER IP 212.125.94.172; KILLING FLOOR 70% FF 'DSAS IS BACK' IP 217.163.28.179:7777 Last edited by gusone; 06-06-2009 at 03:19 PM. |
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#66
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#67
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The syrential #1 has 96 max runtime zombies (when full) and there is NO LAG whatsoever. We even tried 128 max runtime zombies and there was no lag either! Please play on such servers before talking untested and unproved rubbish. |
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#68
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With a 6 man squad, you can probably coordinate tactics. In a 32 player game, half the players are running around doing their own thing, and getting killed. And like the guy before me said, it's harder to level up on 32 player games because your competing for kills, and people can easily steal your kills. And what happens when a fleshpound comes at someone unsuspectingly from the side, it wrecks people. The majority of the team probably won't realize until its too late, and since everyone is in relatively close proximity to eachother, the FP can go tearing *** around the battlefield. |
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#69
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Funny, im playing on your server and it seems kind of empty, want to find me 23 guys we can test these claims with? Last edited by Alex_KF; 06-06-2009 at 04:06 PM. |
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#70
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#71
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Ok sorry for being offensive then, was a bit angry from all the anti 6+ servers posts.
The IPs are 91.211.8.162:7707 and 91.211.8.162:7727 We took a great hit from TW's move, the servers aren't populated like in the past so i don't know if it can be tested properly now. Also, the reason why it was laggy for you was maybe because the server you played in was overloaded. Those two servers we have run on a dedicated server with nothing else running in it and the CPU is never fully utilized. Another reason is your computer hardware, more players and zombies on the screen definitely hurt fps. 6+ players servers with good custom maps, big enough for the amount of players are really fun to play in provided done right and player has good hardware. I really hope TW will make the max runtime zombies variable internal and calculated by the amount of players, improve other scaling issues and enable perk progressing back. |
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#72
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Compromise, with 2 perk databases, one for 6 man servers and one with 6+ man servers.Everyone will be happy, people that only play 6 man severs will only play with people that got there perks the same way and people that play 6+ can still lvlup and keep playing all the 6+ the want.
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Follow the rabbit hole. |
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#73
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ok dude, we just filled up your server and had a couple games. While it was definitely fun / funny, the performance was constantly poor, once the 24 player cap had filled up. I was ranging anywhere from 18 to 30 FPS and usually no more than 20 in combat, and others were reporting the same or lower. In short - Nice thought, and it's true that you can crank up the zombie count above 32 and still have a playable and fun game... but this isn't gonna cut it for the majority of players. Finally, the "big" servers out there are running with waaaay more players than yours. i'm talking 100+ guys.... How is the zombie scaling gonna work on those servers?
Last edited by Alex_KF; 06-06-2009 at 05:10 PM. |
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#74
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![]() Also, Thanks Ramm-Jaeger and Yoshiro for coming to test things out too. I would have joined you all, but i'm in work with my laptop. Regarding FPS, unforunately it has to do with your computer, many others can't join such servers, but there are some people with computers fast enough that can join such servers. I can't see why to restrict people that have fast enough computers from playing in such servers just because some other people don't have fast enough computers. Our hardware can handle more than 24 players, but we chose that number for few reasons, such as the size of the custom maps running on the server. 100+ players is too much in my opinion, not many have fast enough computers for that and it's too crowded because there aren't many custom maps big enough.
Last edited by mastertheknife; 06-06-2009 at 05:28 PM. |
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#75
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I played a round on there and it was a lot of fun and it skipped a little and wasn't smooth like a normal game but it was awesome nevertheless. There was a guy named alex01 who was the last man standing on the tented forest map, was this The Alex, or not The Alex, that is the question
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#76
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#77
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they must be scared now
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"1984 wasn't meant to be an instruction manual" |
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#78
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The game was intended for max 6 players. Can't the cry babies who want more players just make a mod then the problems solved? They gave the sdk away at launch for a reason so why not man up and mod the damn thing?
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#79
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Thanks for answering my question, that was very helpful.
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#80
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I apologize, but I felt personally attacked and I have anti-troll like reflexes that keep me from pushing it further.
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