How did '64 players' become the commonly accepted maximum for multiplayer shooters? For the last dozen years or so, it seems like no matter how casual or hardcore the title is, 64 is as high as any of them are willing to go.
I know there are exceptions, like MAG, Arma, or Planetside 2, but don't they just prove that you can easily go beyond 64 without ruining things?
>>320088309
Because of Battlefield
>>320088309
because there are real physical limitations due to how the network has to work
think about how many simultaneous interactions among 64 players (1 guy interacting with 63 other people, calculated for each individual) must be sent to the server, then relayed to each client, for every single tick
i am also talking out of my ass; wasnt there some mod that had working 1000-person multiplayer for just cause 2?
>mount and blade bannerlord will still have 100 player limit
>rising storm 2 will still have 64 player limit
>even though those games would improve with more scale, not get worse
>How did '64 players' become the commonly accepted maximum for multiplayer shooters?
quake 3
>we'll never have 1mil v 1mil clan wars
consoles held back player count
>>320089294
you mean ancient china?
>>320089447
This.
>>320089294
Like, make it huge scale top down battles. To keep network load own everyone is just a quickly respawning stick figure with basic archetypes and moves like melee, archer or cavalry
>>320089447
>MAG
>console shooter
>256 players per map
Explain this shit
>>320090241
source on the gif?
>>320090241
256 cross-play.
It's not 256 players at the same time. It's 256 players fighting to complete a large objectives. Some players do one objective, some do another, etc.
64 was still the max.
>>320090241
I remember this shit. I remember thinking it was a load of shit when they first announced it. They made it sound like 256 players on the same map together, like one grand battle.
>>320090363
It's from the movie Aliens 2
>>320088309
>without ruining things
Shit son, have you ever played planetside 2?
The respawns and zerg fests make mass combat unenjoyable as fuck.
>>320090031
That's not what makes networking hard, anon.
It's impossible to sync up that many players without lag having a huge impact on gameplay.
Ex: One player begins lagging behind. To keep his, and everyone elses experience intact, the server employs lag compensation, so all other players are not seeing him at the same place he sees himself.
>>320090628
Did you play the game? All the players we're visible on the map. When the fighting reached the center it was an absolute clusterfuck of epic proportions.