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| Operation Flashpoint: Dragon Rising - The Game (PC) Anything related to Operation Flashpoint: Dragon Rising on PC. |
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25-08-2009, 01:53 PM
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#21 |
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Senior Member
Join Date: Aug 2009
Posts: 483
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im pretty sure CM have said it was done because of limitations with servers, for this game.
as i keep saying, the only reason the numbers are different between PC and consoles is because of a tech issue (whatever it might be). there's no conspiracy, CM aren't being meanies, and CM aren't business or software idiots. |
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25-08-2009, 02:12 PM
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#22 | |
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Banned
Join Date: Jun 2007
Location: Leeds England
Posts: 594
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How many games have we seen get their reviews released just on or after the release date? and how many of those were poorly executed and buggy? The embargo on MP info is very worrying, there are either very clever, or running scared. Going gold is what a week/2 max away to meet the deadline. They either delay or put out a half featured multiplayer experience. You don't need to of been in the industry long to know that an mp info drought like this means.... trouble at CM.
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25-08-2009, 02:13 PM
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#23 | |
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Senior Member
Join Date: Apr 2009
Location: USA
Posts: 490
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You IMO know no more then others here (me included) who are expressing themselves with opinions but if you do know all of the answers factually then please provide the truth rather then making flaming statements. I don't have any knowledge of the facts regarding this issue and to this point neither CM or anyone else has stepped up to give any facts as to why the forcing of AI is happening. Your attack on me and console users in general calling us clueless is tasteless, classless and IMO a personal attack which if the Admin here were fair minded they'd address it. Please feel free to avoid any of my input from now on. Last edited by FATT47; 25-08-2009 at 02:15 PM. Reason: edit |
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25-08-2009, 02:38 PM
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#24 |
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Junior Member
Join Date: Jul 2009
Location: Canada
Posts: 19
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I think you have it right good sir. The reason it's 4vs4 on consoles is because this way each human player can do his own thing and play in a cohesive AI squad. Where as 16vs16 human players would become just another cluster f**k, due to the fact that's how most fps' are designed to be played on the consoles and that's the average mindset. I know this because I am an average console gamer.
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25-08-2009, 02:48 PM
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#25 | |
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Senior Member
Join Date: Sep 2008
Location: United States of America
Posts: 496
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I submit this is the most likely cause for console limitations.
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You have 32 player including AI, last I checked and since you hypothesize (I agree) that AI is tougher to run then it could be argued they are pushing the limits further than previous games. The piddly console CPU's have to process each bullet each collision and keep 24 AI units under control not to mention everything else. Its easy to see how you could be held back here. http://forum.teamxbox.com/archive/in.../t-358030.html I would bet it is the processor that is holding you back on the console. 2nd I think 360 owners should be elated that they some how fit Skira Island on your disc. It has been a problem for other games such as GTA4, Red faction, and Rage to name a few http://www.1up.com/do/newsStory?cId=3169963 http://gaygamer.net/2007/05/gta_iv_3...to_show_t.html http://gamer.blorge.com/2009/01/03/r...-to-its-limit/ They might of had to limit OFP DR just for the 360 who knows how many vehicles/weapons we could of had? end point be thankful you're getting a quasi mil/sim on the consoles that lets you experience a new way to play an FPS.
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BF2PR username: Flamecrotch Americas Army 3: [SoM]Death Last edited by Milkman128; 25-08-2009 at 02:51 PM. |
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25-08-2009, 03:44 PM
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#26 |
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Senior Member
Join Date: Jul 2009
Posts: 164
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Okay, for starters, -RAISTLIN-, shut up. "you console people are clueless" is a blatantly ignorant statement about console players that lacks an ounce of truthfulness. I honestly trust the opinions of the maker of this thread far more than I do you. At least he has some qualification. What qualifies you to not only judge console players, but deny that CM isn't holding back better multiplayer for DLC?
I honestly wouldn't blame them if they did. It's not a sinister plot, it's simply a marketing plan. One that seems like it will work. |
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25-08-2009, 03:44 PM
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#27 | |
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Senior Member
Join Date: Jun 2003
Posts: 101
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I too believe that there will not be a miracle dlc that cranks up the numbers. So more multiplayer modes: Really, how many colourfull variations of Deathmatch and Team Deathmatch can you create? The only plausible dlc is missions. Multiplayer, single player and co-op missions. This might also be the reason that there is no editor for the consoles but that's an completely different conspiracy theory. ....or is it? ![]() ![]() ![]() ![]() ![]() ![]()
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25-08-2009, 07:53 PM
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#28 | |||||||||||
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Member
Join Date: Aug 2009
Posts: 34
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Hi everybody.
Thank you all for the responses, including the ones that disagree with my hypothesis. So far the theory explains the 8 player console limit and the possible downloadable content, so if we can work in the lacking mission editor and the co-op tether, then we'll have a working theory of everything ![]() Well, I've got a lot of responses to respond to, so let's get started! *cracks knuckles* Quote:
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I could see a pack including weapons/vehicles/new environments coming out some time after a multiplayer pack. However I wouldn't be surprised if they put the two packs together, and released it at a midpoint between ideal multiplayer pack release, and ideal content-pack release if that made as much sense to you as it did in my head. Quote:
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So back to your point, yes, a real player does perhaps consume more resources than an AI character, however you are referring to an individual player themselves, not their online representation; only one real player has to be simulated per client in any scenario (except when you're not playing). The act of representing other online players and other online AI's is nearly the same. It should require more processing power for the gameplay server to support an AI character than a human player representation. Make sense? I could have gone into further detail in the original post, but it's already way to long in the first place, and the post did hit the 10 000 character limit. Quote:
Another thing I would like to point out, is that if you read my thread, you will find that not only did I take into account general basic game development knowledge, but I also used direct evidence from Dragon Rising to logically back up my points. Quote:
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I don't disagree with you: With 8 human players and 24 AI's I could see that getting close to reaching a processing/memory related limit, and probably getting even closer to reaching a bandwidth related limit. However, what we are hoping, is for Codemasters to make an alternate game-type where they remove all of the 24 AI players, and throw in an extra 12 or so players. The game should, in rough estimation, be able to support around 20 human players and consume the same bandwidth as the 8 humans + 24 AI's. I originally had a paragraph outlining the above there, but my post was too long to post, so I had to remove it. Sorry for any confusion. Whew. I'd like to give a special thanks to FATT47 and Chavtheworld for being cool. If you have any more questions/comments, or want to challenge my logic, post it up! -Chaser |
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25-08-2009, 09:16 PM
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#29 |
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Senior Member
Join Date: Jul 2009
Posts: 164
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You know, the more and more I think about it, the more and more I realize 4v4 may be for the best. (at least for matchmaking) The fact of the matter is that most players on console don't communicate, and just want to play as lone wolves. Quite A few people I meet, (and absolutely loath) lack the brainpower to understand the word "team" In fact, one of three active operations our clan has going is "operation kill every wannabe gangster poser in every game known to man" Its quite possible that CM limited MP numbers to keep things controlled. I would like far more players and the option to turn off AI in private matches though.
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25-08-2009, 09:32 PM
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#30 | |
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Senior Member
Join Date: Feb 2008
Location: United Kingdom
Posts: 1,318
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It's super unlikely to be anything else. This isn't a standard FPS with loading screens and tiny maps. It's a giant map using streaming technology that is by it's very nature always using 100% of available RAM at all times, in single player. If we suggest that a typical Unreal game server uses 32 MB per player on PC, we can see that for an 8 player game we are using, 8x32 MB then the host is using half of all available RAM on a console just to host the game. He still needs all the other half to play it himself. His performance which was using all 512 in single player must needs be far lower than it was before he was hosting. (Halved in fact, so his gameplay experience is **** and everyone else is killing him all the time). And if he went up to 16 players, his machine would need to be entirely dedicated to serving and his personal game would involve just sitting there picking his nose looking at a blank screen. The PS3 however only has a total of 256 system RAM available, the other 256 is dedictated GFX RAM, so we can't even assign each multiplayer 32 megs of system RAM and still have any AI or ballistics let alone 16 players at 32 meg each. So most likely we will already be using a vastly simplified mulitplayer system than we are typically used to on a PC or Unreal based games. With less data being transfered, less complicated mechanics. Fewer hitboxes, fewer item choices on display, less complex AOI calculations, less ballistics calculations, lower numbers of AI, lower tickrates, less encryption, shorter view distances etc..... and most obviously of all a much reduced player count. It's not that a console can't make a game that hosts more players, it's that a console can't host a game with more players and still compute the rest of this highly complex game. It's a big system hungry resource we are discussing here not a Counterstrike Map but an area about 3,000 times the size. Open world games on less than 512 RAM? With modern GFX standards? You will notice that Oblivion Elder Scrolls/Fallout 3, which uses the same system of streaming RAM, has no multiplayer option at all on console. They will be having a hard enough time to fit something halfway respectable on single player. Add the gameserver on the same machine and you are asking pretty much the impossible out of what is very very limited hardware. They are doing well to offer 4x4, even better if that 4x4 includes any AI. That's the RAM, we can expect the same sort of issues from the CPU also. A CPU of the same capacity as a console, is rated to host around 8 players on a Unreal based Ravenshield server. It takes a lot of CPU to host a multiplayer game. Consoles don't have much in the way of it. Just some el cheapo nonsense with no cache RAM and miserable floating point calculation. Put in too many AI's or players and it will lag. Last edited by Baff; 25-08-2009 at 10:32 PM. |
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