Some servers ops will know how to make it balanced... class limiting is one of them.
On 14 August 2012 22:33, Russell Smith <[email protected]> wrote: > I think he was referring to game balance being broken on > 24 player games. > > > On 14.08.2012 14:19, Nomaan Ahmad wrote: > >> What do you mean by rubbish to play? CPUs have gotten more powerful over >> the years too. If some is running on tf2's minimum requirement I think >> they >> should upgrade in order to play on bigger servers. Same goes to server >> operators, they need to host their games it on high end servers if they >> want more slots. >> >> On 14 August 2012 22:04, dan <[email protected]> wrote: >> >> On 14/08/2012 21:15, Fletcher Dunn wrote: >>> >>> I think the biggest challenge with doubling the player count (meaning >>>> number of mercs running around, whether AI or human) is just plain old >>>> performance, both server and client. >>>> >>>> >>> I'd say by far the biggest challenge would be solving the problem that >>> adding more players makes the game complete rubbish to play. >>> >>> You'd need a complete redesign of most of the game - weapon attributes, >>> maps and so on. >>> >>> In TF2's case 24 is pushing it (although I suppose trading and sniping >>> have both been ways Valve have designed TF2 to get 9v9 or less, even with >>> 24 players on a server) >>> -- >>> Dan >>> >> > > ______________________________**_________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux> > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

