- I did not use the word biased negatively, the purpose was to state the result is affected because the entire populace did not experience 6+ play
Well, there's also the question as to if the members of the TWI forum constitute an accurate sample set, and if the people who chose to participate match the opinions of those who don't.
schneidzekk: You don't need to poll that many people in order to get an accurate estimate of the whole population. A sample size of 65 people isn't unreasonable for a population of a thousand or so, considering that they rarely even bother polling a hundred thousand people for national US polls.
His numbers
are accurate, but the poor sampling means they aren't very
meaningful.
- The people are not biased, I merely said the results
Yes, because the sample set was poor. Your polling methodology was flawed, and so the results are worthless.
- Are you biased against politicians?
Most people are, but I think that's because they don't fully realize that it's a job somebody has to do and it is both an unpleasant and thankless job. Naturally, few people want to do an unpleasant and thankless job unless they can get something out of it. Aside from the fact that the people who are the most power-hungry are the ones who fight the hardest for positions of power, I mean.
Its cheating because it allows cheaters to level the perks faster. I think TW should hold up the letter of the new EULA law we all agreed to with the latest patch and 1) reset all cheaters' perks and 2) tell their mommys.
That's why I proposed scaling how much damage the perks record along with the number of people in a server. Make a clot worth one clot of damage no matter how many HP it really has.
If you went by the base values (one person), then people on a 40-person server would earn 3% of the total damage they do towards their perks.
Bam. Done. Large player servers become the slowest way to level your perks, but still count towards your total.
You dont see me complaining that we cant level perks as fast because we stick to friendly fire servers so we're always checking our fire and being more careful in general rather than spam unloading of magazines with reckless abandom.
I also don't see you complaining that you can't level your perks
at all because you're playing a modified version of the game which allows people to maliciously target other players, which is
also verboten.
That sword cuts both ways, so there's no need to be rude when people are upset that TWI broke
their altered servers.
We understand that there was a problem, and we want an amicable compromise. That's all.
How does it allow "cheaters" to level up their perks faster? Only because there are more players doesn't mean you level up your Perks faster.
Look at the Scores from people, they are pretty much identical to those of 6 Player Servers.
Increased health means increased damage per kill, which means that people accrue more damage from those kills than people on six player servers.
That's the problem.
Raising the max active zombies per wave is a seriously dumb move. The performance cost multiplies exponentially.
If the cost increases exponentially then TWI has some of the worst programmers ever. The AI is not complex and each unit doesn't appear to interact with other units much beyond collision detection, so if they're doing much worse than O(N) then something is seriously wrong.
If you have seen lagless servers supporting 600 ACTIVE specimens in a wave, with 150 players, let me know. But i dont think so.
Of course not. The UT2.5 engine dies horribly once you go past 64 players.
Also, 32 specs on a 6-person server means 5.33_ specs per player. That works out to 342 specs on a 64 player server, or 214 on a 40 player server.
Several 40 player servers run 150, and I've seen a few going over that.
I've suffered no lag on most of those servers, but that might be a result of my computer being
capable.
In case you're wondering, I use 40 players for reference because that's the highest commonly seen number.
I don't believe I've ever seen anywhere that TWI said they felt it was "ok" to play on those types of maps.
It's impossible to limit the maps and maptypes that users decide to play on and run.
Meh, not really. Most farming maps rely on the specimens being unable to reach or damage the player. They could negate all of those maps by altering the AI so that the specimens die if it takes them more than a few seconds to find a valid route to a position which can launch a successful attack on any player.
Mappers would get around that by adding blockades that shift to cut off paths before specs can use them, TWI would counter by having the AI break connections between pathing nodes that are blocked by an object the AI can't destroy.
Mappers would counter that by constructing nigh-indestructible doors so that the routes don't break, TWI would counter by making specs do percent damage to one door if all other routes are blocked or sealed.
And the cycle goes on...
My point is that it's better to play whack-a-mole with
how they make exploit maps than with the exploit maps themselves, and that it's a problem without any one single solution.
I've tested with about 60 active wave enemies, and it was a lagmess.
On a listen server?
Bumping up the specs requires that you have a more powerful machine. People running high player servers tend to have machines that can handle it, so your experience on your own hardware doesn't reflect on other people's equipment.
You are taking advantage of a game that's technology can easily be abused by cheaters.
The same thing could be said about guns. Or toilet bowl cleaning products - years ago there was a terrorist attack in Japan that involved common household cleaning agents that can be readily and cheaply purchased.
The same could also be said about the Internet, free speech, silverware, flashing lights, laser pointers, chewing gum, rocks, broken tree limbs and debris, etc...
In this context, the same thing could be said about custom maps.
Or mutators, since plenty of leveling servers use the whitelisted Poundamonium mutator so that they can get the most damage out of every specimen.
My point here is that
the potential for abuse is not the same as abuse. You can't consider a tool's potential for abuse when you're looking at something done with that tool, you need to judge the results on their own. From there you can judge the tool based on how it has been used.
If the game could not be so easily abused like for example L4D we would not even be having this conversation.
I can tell you some really funny stories about abusable bugs and glitches in L4D. I think my favorite ones are the ones where the tank winds up jumping up and down, then dying for no real reason. That and 'hugging' the witch.
Almost all of them have been patched out, though you can find videos of them on youtube.
You also expect the same rewards as the people who play the game the way its meant to be played which is ridiculous. You're already lvl 5 and yet you still want more.
If they're level 5, why would they care about perk advancement? o.0
If you want 32 man zombie game go write one and sell it. KF was written for 6. Stop cheating.
There's a rather sizable difference between "Not playing the game as intended" and cheating.
Namely, cheating requires that people be doing something which is outside of the game's normal behavior
that puts other players at a disadvantage. Even then, there is a distinction between intentional and unintentional cheating. Most of the people here advocating high player count servers seem to disagree with the claim that it IS cheating, while others seem to have been unaware of the problem.
Regardless, at this time high player count servers aren't able to work with perk progression, so there is no reason to tell people to 'stop cheating' in this thread.