Forged Alliance Forever Forged Alliance Forever Forums 2020-08-09T00:09:40+02:00 /feed.php?f=2&t=19485 2020-08-09T00:09:40+02:00 2020-08-09T00:09:40+02:00 /viewtopic.php?t=19485&p=186257#p186257 <![CDATA[Re: 32 Player Support]]>
i think a 5x5 1v1 setons could be fun. dunno if it would be worthy of ladder but that's for ladder folk to decide.

Statistics: Posted by mirddes — 09 Aug 2020, 00:09


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2020-08-07T00:58:34+02:00 2020-08-07T00:58:34+02:00 /viewtopic.php?t=19485&p=186210#p186210 <![CDATA[Re: 32 Player Support]]> Statistics: Posted by nine2 — 07 Aug 2020, 00:58


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2020-08-05T18:31:58+02:00 2020-08-05T18:31:58+02:00 /viewtopic.php?t=19485&p=186170#p186170 <![CDATA[Re: 32 Player Support]]>

Astro craters in ladder is totally doable tho


NEIN.

Statistics: Posted by Turinturambar — 05 Aug 2020, 18:31


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2020-08-05T17:02:27+02:00 2020-08-05T17:02:27+02:00 /viewtopic.php?t=19485&p=186166#p186166 <![CDATA[Re: 32 Player Support]]> Statistics: Posted by nine2 — 05 Aug 2020, 17:02


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2020-08-03T15:42:41+02:00 2020-08-03T15:42:41+02:00 /viewtopic.php?t=19485&p=186098#p186098 <![CDATA[Re: 32 Player Support]]>
16x16 would be nice, but without 40km and higher maps, doesnt seem to relevant.
Dont get me wrong, Im sure there are mainly instances to be able to run it for say "scenario compromise" , only 8 players have ACUs, rest have SACUs and/or engineers to start with in whatever combination, but still.

Even then if so, I would say could still be worth it, rather with or without.

Thanks

Statistics: Posted by Mvk — 03 Aug 2020, 15:42


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2020-08-03T04:14:54+02:00 2020-08-03T04:14:54+02:00 /viewtopic.php?t=19485&p=186090#p186090 <![CDATA[Re: 32 Player Support]]> Statistics: Posted by Captcha-Lover — 03 Aug 2020, 04:14


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2020-08-03T00:40:46+02:00 2020-08-03T00:40:46+02:00 /viewtopic.php?t=19485&p=186089#p186089 <![CDATA[Re: 32 Player Support]]> Statistics: Posted by Farmsletje — 03 Aug 2020, 00:40


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2020-08-02T23:40:53+02:00 2020-08-02T23:40:53+02:00 /viewtopic.php?t=19485&p=186086#p186086 <![CDATA[Re: 32 Player Support]]>
Morax wrote:
I thought this was a joke until I got directed to the thread.

As FTX said, 8v8 was a mistake in itself.



It's beautiful and many people appreciate it's existence. More the merrier for those so inclined.

Statistics: Posted by mirddes — 02 Aug 2020, 23:40


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2020-07-24T22:57:37+02:00 2020-07-24T22:57:37+02:00 /viewtopic.php?t=19485&p=185901#p185901 <![CDATA[Re: 32 Player Support]]>
As FTX said, 8v8 was a mistake in itself.

Statistics: Posted by Morax — 24 Jul 2020, 22:57


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2020-07-24T03:34:37+02:00 2020-07-24T03:34:37+02:00 /viewtopic.php?t=19485&p=185887#p185887 <![CDATA[Re: 32 Player Support]]> Statistics: Posted by RedX — 24 Jul 2020, 03:34


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2020-07-23T12:02:38+02:00 2020-07-23T12:02:38+02:00 /viewtopic.php?t=19485&p=185873#p185873 <![CDATA[Re: 32 Player Support]]> i have a 5x5 16v16 summer duel which is perfect for playtesting 32 player.

Image

125 unitcap (share with all on death), fullshare, the smallest maps and a strong local player base is essential for hosting the best large lobbies. 125/5x5 does make international 16player matches viable. 20x20 16 player 500 unitcap lags fairly reliably, any more map or units makes the whole thing fall over. the amount of idiots who insist on hosting massive lobbies on large maps with large unit caps is the reason why large lobbies get such hate. 125 units is very good. 250 is decent. any more an the unit cap expands too quickly as people die and early spam is too easy.

implementing all measures to mitigate lag certainly gives the lobby the best chance of success. the reality is that 8v8 with 125 units is 1k per side. 16x16 brings it up to a grand total of 4k maximum units on the map. on a tiny map thats really a lot of units. when you do hit your unit cap because spam, then it is easy to give it to your allies, along with static defences etc. and carry on spamming. team work is most crucial and appreciated in 8v8. full voice chat makes the whole experience shine. 32 player lobbies means you don't have to kick the few people who showed up at the last minute.

full share ensures when someone drops, the game just carries on. people do complain about fullshare for long list of reasons. but its all mute because 16/32 player is not the meta the fullshare detractors normally play so their opinion is irrelevant. on more competitive maps with sane numbers of players, share until death makes perfect sense.

Tangentially i'd love to see the return of "Share after death" the status quo pre Fullshare/ShareUntilDeath. additionally LOUD also has a mode where you have to kill all the ACUs AND SACUs. maybe not the best idea for 32 player but lmao id try :) sharing armies does indeed sound fun. i would like to try a 16 player and 32player match with shared armies ;)


tl;dr
the main factors for good large lobbies are

player count
map size
unitcap
relative player connections.

the higher the first value, the lower the other 3 values must be.

Statistics: Posted by mirddes — 23 Jul 2020, 12:02


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2020-07-20T17:33:58+02:00 2020-07-20T17:33:58+02:00 /viewtopic.php?t=19485&p=185803#p185803 <![CDATA[Re: 32 Player Support]]>
Anihilnine wrote:
if any kind guru has any info please let me know


There are more than 25 thousand error lines inside the log.
So you still need to patch some functions to get this work.

Without the already changed code as base its not possible to help here.
Is there any repository (git-hub) for the 32 player changes ?

Statistics: Posted by Uveso — 20 Jul 2020, 17:33


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2020-07-20T11:04:06+02:00 2020-07-20T11:04:06+02:00 /viewtopic.php?t=19485&p=185794#p185794 <![CDATA[Re: 32 Player Support]]>
speed2 wrote:
And after few more minutes of debugging...

ForgedAlliance_2020-07-18_21-48-30.jpg

I guess dev time well spent?


Your scientists were so preoccupied with whether or not they should, they didn't stop speed2 to think if he could.

Statistics: Posted by JD342 — 20 Jul 2020, 11:04


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2020-07-19T14:59:01+02:00 2020-07-19T14:59:01+02:00 /viewtopic.php?t=19485&p=185770#p185770 <![CDATA[Re: 32 Player Support]]>
:)

Statistics: Posted by Plasma_Wolf — 19 Jul 2020, 14:59


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2020-07-19T14:54:07+02:00 2020-07-19T14:54:07+02:00 /viewtopic.php?t=19485&p=185769#p185769 <![CDATA[Re: 32 Player Support]]>
the map we played on was a custom built map for this purpose and was tested and worked with 32 AI's
we used a side loaded lobby with ghetto support for 32 players

the players who glitched are unrelated to the slot they are in.

the players who glitched were @Boxer_Roo @Hamshot @pinkyfull @crenn6977 @Angelofd347h @CAMIKAZE78. I have attached angel's log file. Looks like he is on the proxy?

you can see the order of connections from his point of view, i highlighted the glitchies
Image

seems like connection order doesnt dictate dropout except - this is the order they connect to angel, not the order they connected to the host

the FAF API went down as well. I suspect we didn't cause it as it happened after we had 22 people joined for a while, and I suspect it also didnt cause our game to break.

if any kind guru has any info please let me know

Statistics: Posted by nine2 — 19 Jul 2020, 14:54


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