Add 100 vs 100 lone wolf

Perhaps in common with all servers so maybe there are enough players to make 3 or 4 lobbies.
This games feels like was created for it, at least for me in my humble opinion.

5 Likes

100v100 is a bit much i think for the moment, when there was the custom battles glitch even 50v50 lagged a lot

1 Like

The 25vs25 squad mode works just barely fine in current server machine.

But one very important thing is to clean up the vehicle wreckage on the map in time.

I think the squad mode is what makes this game special, and the lone wolf mode is not very competitive compared to the game’s competitors

2 Likes

idk if it is server or netcode. if you could host dedicated servers you could easily find that out, but sadly we cant.

2 Likes

official one.

@127831430 you can just simply checkout BIG_ACTION replays in the replay list. Or simply make your own try in game…

1 Like

i know it is official one. but you dont know server hardware. this is usually run on VM that has split resources of one computer. so it can be hardware limitation or it can be just bad netcode.

I just mean that it works fine without changing these server manchine conditions.

Of course better machine maybe better. and many improvement space

—-

So if you’re implying that it 25vs25 can’t work, it’s just empty talk because you haven’t experienced it yourself.

While hundreds of other players have personally experienced it, it 25vs25 does works, close to grudgingly but works fine.

nah… i am implying on why 50v50 or 100v100 doesnt work. this could be either easy fix with upgrading computer, or not so easy fix with upgrading and fixing netcode.

Oh you may mistake reply me.

I was talk about 25vs25 squads mode

I think 50vs50 for lonefighter should be fine. But for squads mode 25vs25 really reach the border.

I’ve saved some replays and I’m trying to edit some clips for a better introduction. If you can help me find regular clips from the replays, the players will be happy.

this is why i replied to you. you said server barely support 25v25. i am just saying it may not be servers reaching the limit, but netcode. in M&B:NW 75v75 was barely playable, but anything above that lagged. cause you could host dedicated servers people noticed that it was not hardware limitation, but software limitation that made the game lag.

The functions that can already be run, of course, include network bandwidth factors. It is a 25vs25 multiplayer game with alomost 50 players rather than a single player game.

To avoid performance issues, the BIG_ACTION mod only has 16 AI robot teams. According to my observation serverlaod is still one of the important factors.

Acrodding to my actual test, serverlaod is obviously affected by the number of physical entities, which is why I say that removing vehicle wreckages is an important thing, it almost directly affects the sustainability of the game.

There were 100vs100 lonefighter custom games, 200 players works fine at first. Until the vehicle wreckages become too much to make the game become laggy

I realize I may have misunderstood what you meant.

Indeed if they provide some thing like Premium Server to do this. It maybe able to do better.

And players can help them in this regard, after all, many players like large-scale battles, especially the first impression.


In fact, it is after a very long test to make 25vs25 smooth.

At the beginning even a 10v10 game can be very laggy without some optimization changes at the beginning, especially if the map scene has too much entities, which is basically a trap that most map mods fall into, even official maps may have these problems.

This is why I particularly like the Moscow Winter map, the Moscow Winter map in the map details, the huge area of the map, more importantly in the technical and performance optimization are the top of all the maps. Perhaps only those more elegant maps from CRSED can fight one.

I tried to reduce things, use the vanilla map as much as possible, and automatically destroy all player generated items, builds and vehicle wrecks according to time, so that the game can gradually run smoothly with more players, I think he will have a chance to do better, the current ping value is stable, I think the main load is still from the serverload.

But I still appreciate to the devwloper team for what they have achieved technically, and the potential of this game still fascinates me

The real pity is that the dev team didn’t play to their technical strengths, larger maps and server persistence games would have attracted more players and higher combat activity.

If they had gone in that direction early on, more strategy and playable depth instead of catering to arcade style combat. If players start out with the huge map they saw in CRSED several years ago, it’s like fulfilling a promise, in that case everything will be better and we can have more players here play together.

1 Like