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.
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.
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.
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.
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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.).
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
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Haven't seen a game that consistently supports over 100 players on a battlefield. Doubt this will be different.
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:
There's a reason CU built their own engine specially designed for large-scale battle.
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Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
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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?