I much rather play in maps suited to different player amounts without major lag.
Tripwire and the America's Army team have both said lag doesn't exist in this game.
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I much rather play in maps suited to different player amounts without major lag.
So because you don't like 64+ servers, then it's a stupid idea? You talk as if every gamer is looking for the same experience you are, which is absurd.
I guess playing WWIIONLINE off and on, hating the graphics and gameplay mechanics, I can tell you it's pure awesome to have 120 people fighting over a specific area, which is no bigger than most RO maps. You really get the combined arms, large battle experience from that. So that's why I'm a fan of 64+ player servers.
1 final note that ww2 online is expensive to pay for not worth it
No.get a ps3 and mag
I don't want a ****ty console ffs!so in 2 years you've paid for a ps3.
also who the hell plays this game its a rip off. i guess people with rich parents.
Tripwire and the America's Army team have both said lag doesn't exist in this game.
I'm still not convinced that the bot AI is going to be equal in the variety of decisions human players will offer for competition, so maybe the smaller or mid-numbers game counts will be the best as a result.
I get the feeling the the unreal engine is some what outdated then =p
As for destructible environments. I havn't seen any yet but given that no game has "True" destruction yet thats not much information to process. If your just going to give this game "This building is destroyed...do animation". Thats that hardly something that will consume the server.
As for actual physics in building destruction...That would be too much information for 64 people too!
I get the feeling the the unreal engine is some what outdated then =p
SheepDip, that is the mindset that has to be dealt with daily it seems.Seriously?
They said that someone with a bad ping/bad connection doesn't cause the server to lag - and you've taken that to mean "there's no such thing as lag"...?
SheepDip, that is the mindset that has to be dealt with daily it seems.
I'm oft reminded of the quote, "Better to remain silent and thought a fool than to speak up and remove all doubt."
Unreal Engine 3 does not (as standard) support more than 64 clients.
And the hardware required to run a 128 player server would be quite remarkable.
This could be one of those beware of what you wish for issues.
Reason being, the AI can fill in for the open slots in sessions, so the larger the *player* count, the potential for greater numbers of bots running around.
I'm still not convinced that the bot AI is going to be equal in the variety of decisions human players will offer for competition, so maybe the smaller or mid-numbers game counts will be the best as a result.
So what you're saying is...I'm correct?
The Unreal engine website states 64 clients as their supported maximum, I didn't say it couldn't be set higher.
Bots != clients.
SheepDip said:There's no "hard limit" on the number of players that a server can be set to - all EPIC and TWI are saying is that anything above 64 and you'll start to degrade the performance of the game.
SheepDip said:They've decided on 64 players based around current hardware and tech...they haven't chosen 64 as the target just to ruin your goodtime.
SheepDip said:Let's all try and remember that the game will have been designed around a 64 player max limit. So all trying to increase the number of slots in a server is all well and good, but you aren't going to be enhancing anyones experience by doing so.
SheepDip said:If you design a map around 64 players, then throw (for example) 100 players onto it the gameplay experience will be vastly different. Focus points such as objectives just become an absolute cluster****, the areas people are fighting over have not been designed for so many players - and then you get issues like nadespam etc.
i'm sorry, but simulating battles, 64 players is vital. playing stalingrad, not some tiny outpost in the middle of nowhere.