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what sort of numbers we talking about in terms of Large scale PvP?

MMOExposedMMOExposed Member UncommonPosts: 6,591
what sort of numbers we talking about in terms of Large scale PvP?

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  • AoriAori Member EpicPosts: 3,879
    what sort of numbers we talking about in terms of Large scale PvP?
    We don't really know yet. Anything below 100 people is small to medium scale. You need 100s of players to be large scale pvp.
  • SavageHorizonSavageHorizon Member RarePosts: 3,348
    Well considering the game is a PvP mmo no matter how the devs try to promote pve to cash in there will be constant PvP. Given this I would say it's going to have pretty large PvP. 




  • DMKanoDMKano Member LegendaryPosts: 17,486
    Well considering the game is a PvP mmo no matter how the devs try to promote pve to cash in there will be constant PvP. Given this I would say it's going to have pretty large PvP. 

    How does this answer OPs question?

    What number is "pretty large PvP"?

  • jusomdudejusomdude Member UncommonPosts: 2,538
    Doesn't matter how large they say it will be it will always be smaller. Usually how it goes anyways. There's not only the issue of rendering hundreds of players with decent graphics at acceptable framerates on the client but also the bandwidth limitations of the servers.

    Haven't seen a game that consistently supports over 100 players on a battlefield. Doubt this will be different.
  • farbegefarbege Member UncommonPosts: 305
    edited March 2017
    jusomdude said:


    Haven't seen a game that consistently supports over 100 players on a battlefield. Doubt this will be different.
    Ryzom experienced 200 - 300  PvP over Outposts (in its heydays)  and  (with lower FPS) Darkfall Online  had also some massive Battles (500+).
    Post edited by farbege on
  • RenoakuRenoaku Member RarePosts: 2,558
    Got a $1000 pack for this game if development keeps going good will layaway another pack.
  • francis_baudfrancis_baud Member RarePosts: 229
    If I'm correct the devs were aiming at about 200 players per battle in the bigger ones. I doubt we'll get anything close to that with decent performances, but considering small (10v10) to medium (50v50) is already fun in CF imo, it's not a huge issue.

    Once they bring back structure destruction and siege weapons, as well as adding all the pets, mounts, thralls, caravans, etc. a 50v50 battle will feel massive enough I bet.

    Some recent small scale pvp footage:

    JamesGoblin
  • LokeroLokero Member RarePosts: 976
    If I'm correct the devs were aiming at about 200 players per battle in the bigger ones. I doubt we'll get anything close to that with decent performances, but considering small (10v10) to medium (50v50) is already fun in CF imo, it's not a huge issue.
    I think that's a pretty reasonable estimate.  I don't see them being able to get enough performance out of Unity modifications for "hundreds" of players and destruction, but 50v50 sounds plausible.  Personally, I think it's a shame that it probably won't go much above that, but I won't be at all surprised.

    There's a reason CU built their own engine specially designed for large-scale battle.
  • KyleranKyleran Member LegendaryPosts: 27,451
    Renoaku said:
    Got a $1000 pack for this game if development keeps going good will layaway another pack.
    Aw....say you didn't.....

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  • francis_baudfrancis_baud Member RarePosts: 229
    edited March 2017
    Lokero said:
    If I'm correct the devs were aiming at about 200 players per battle in the bigger ones. I doubt we'll get anything close to that with decent performances, but considering small (10v10) to medium (50v50) is already fun in CF imo, it's not a huge issue.
    I think that's a pretty reasonable estimate.  I don't see them being able to get enough performance out of Unity modifications for "hundreds" of players and destruction, but 50v50 sounds plausible.  Personally, I think it's a shame that it probably won't go much above that, but I won't be at all surprised.

    There's a reason CU built their own engine specially designed for large-scale battle.
    Yea, CU engine should handle large battles with great performances. We'll see how far they can push it though, what they've tested so far with the bots is pretty different than in the  real game with real players. The drawback is that most of the 4 years of development were focused on this engine and now they've still got plenty of complex MMORPG systems to build (The Depths, mobile islands, underground bubbles, caravans, roads, crafting, balancing, etc.).
    Post edited by francis_baud on
    JamesGoblin
  • MaxBaconMaxBacon Member EpicPosts: 5,042
    The current numbers on PvP seem fine, too much can be messy, action spots spread across are much  better.
  • genaknoscgenaknosc Member UncommonPosts: 101
    jusomdude said:
    Doesn't matter how large they say it will be it will always be smaller. Usually how it goes anyways. There's not only the issue of rendering hundreds of players with decent graphics at acceptable framerates on the client but also the bandwidth limitations of the servers.

    Haven't seen a game that consistently supports over 100 players on a battlefield. Doubt this will be different.
    Camelot Unchained's custom engine does twice that at long view ranges too. Pretty neat tech. No idea if they will ever get to beta though
  • SirBalinSirBalin Member UncommonPosts: 1,289
    Renoaku said:
    Got a $1000 pack for this game if development keeps going good will layaway another pack.
    Reported
    francis_baud

    Incognito
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    "You're either with us or against us"

  • RenoakuRenoaku Member RarePosts: 2,558
    edited March 2017
    SirBalin said:
    Renoaku said:
    Got a $1000 pack for this game if development keeps going good will layaway another pack.
    Reported
    Reported for buying a $1000 "Crow Fall" founders pack lol...

    Well Albion online was a disappointment I managed to get banned from there in under 2 weeks lol...

    Also what you up to lol been awhile since i've seen you still doing BDO?
    Post edited by Renoaku on
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