Option A. Add Mekhazzio's Mutator
Option B. Ignore any logical solutions and start cutting features instead
Well....
Upvote
0
Option A. Add Mekhazzio's Mutator
Option B. Ignore any logical solutions and start cutting features instead
In regards to the possible first impression on new players, I think possibly weeding out the 'bad' servers would be a better idea. Some restriction or minimums should be applied, but I'm not the one to decide what.
I agree. There really needs to be some sort of obvious distinction between the different modes the servers run on. Otherwise it could cause confusion when one server has crosshairs and another doesn't.I agree. I like that we have a lot of freedom to change settings and still remain Ranked so how about helping players by making more obvious which servers are running what "realism" level.
Like all servers running "Classic" could have a slight red highlight.
Servers running "Realistic" could have an orange highlight.
Servers running "Action" could have a slight green highlight.
Servers in "Custom" would have no highlight.
Something like this to help new players realize the difference between servers on the browser (if they don't use the "start playing" option):
I don't want to go off topic but maybe client side hit detection would be a better way to increase ping performance? It wouldn't require a reduction of player numbers either.
I voted 50 for ranked and 64 for unkranked. I don't think this game needs more PR, and the media would love to jump on it.
I'm done with this kind of attitude towards the current RO2 players who are left. Chasing after this 'ghost crowd' you're targeting isn't going to help me a single bit and has let to many core problems with RO2 which are now being solved slowly in the beta. So I voted last option. No change.
There are servers who can handle it, and that's where you can find me. I've had little trouble with 64 player servers as well as others who play with me and enjoyed it.
64 player server is one of those things where RO2 beats RO1, and I don't like to see that threatened too.
The servers don't render any graphics...If 64 players is a problem, turn off all the flashing lights. All of them.
Just fix the anti-lag mutator!
There is no need to cut features from the game.
Players who are used to lag-compensated games will NOT understand the need to lead for ping whether you shave another 10ms or not. They will play on your 50-player server and say "this game has rubbish hit detection "just like they did with the initial release and like they did with Oaffront.
- As we've already mentioned, we are looking into client side hit detection (we wanted to get all of our server optimizations completed first before adding another variable to the equation). Regardless of having this though, if ever server a player joins their ping is higher than they would like, they may well just quit the game.