I'll let you all know when im back home ready for a game.I may pop on later too, need to practice flying in a straight line
What's the current max player count per server?
50.What's the current max player count per server?
For some reason I imagined it was hundreds, it is still alpha though.50.
Cig are purposely testing some servers with 100 players and are asking for feedback
I can see not wasting resources with big changes to come, that said with $500 million I'd expect half decent servers. I'd happily pay a subscription to not have to deal with poor servers.The problem is doubling the capacity could easily require server upgrades. While more players per server would be great, I'd be happier staying at the current 50 cap but the desync/lag that you get when running around / fps was cleared up.
And it's pointless them upping the cap until persistence is properly in game.
I agree with this, they need to work on making the current server/game performance more robust before upping player cap.The problem is doubling the capacity could easily require server upgrades. While more players per server would be great, I'd be happier staying at the current 50 cap but the desync/lag that you get when running around / fps was cleared up.
And it's pointless them upping the cap until persistence is properly in game.
Check out the videos. It's not just abkur lag etc but if you look at the play test, there are deeper issues related to UI/UX.The problem is doubling the capacity could easily require server upgrades. While more players per server would be great, I'd be happier staying at the current 50 cap but the desync/lag that you get when running around / fps was cleared up.
And it's pointless them upping the cap until persistence is properly in game.
Amazing right?
100 player fight in atmo, multicrew vs singles. The after action talk starts at 27:30
Yea and its mainly ui related or mission/game design related.I've said it before (as have others), they're real close to making something that'll be something great. But there's an awful lot of work required to get there. These player cap tests do highlight multiple problems that we knew about but become very clear with the large encounters.
Yea and its mainly ui related or mission/game design related.
The fact that the performance is very same as just a lil 10 ship battle on a 50 player server just shows HOW much they have optimised and done on gen12 and the networking performances
same problems they've had to 5+years though, sure the server caps are creeping up but netcode has been an issue they have talked about since the very start. At some point they are going to have to settle on realistic limits or a compromise instance based system.I've said it before (as have others), they're real close to making something that'll be something great. But there's an awful lot of work required to get there. These player cap tests do highlight multiple problems that we knew about but become very clear with the large encounters.