Sector Overload

Tactical advice, How-to, Post-mortem, etc.
jess_i_74
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Location: PA

Post by jess_i_74 »

That's what sector overload is for /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />.

You definitely start seeing serious balance issues when gamesize gets about 30. Remember Spunky trying to replace galvs with pods and everyone saying "STFU!!" and driving a fair number of people away from A+?

The game is balanced for certain gamesizes; it just is that way. You always only have 4 miners. Miners, bombers, and cons all have the same hull whether it's 3 people swarming them or 30.
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Tigereye
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Post by Tigereye »

Bacon_00 wrote:QUOTE (Bacon_00 @ Mar 13 2007, 02:09 PM) Have the FAZ devs worked on server stability? Cause if they have, perhaps that would be something good to do, as it would make large games more fun. We overloaded the sector by quite a bit twice, and I noticed very little lag on my end. I did notice that some people were crashing out during that game, but the majority managed to stay onboard.

Although, maybe it's good to keep it in simply for balance issues. Some of the tech does NOT scale well, and having 37 Adv figs w/ galvs mounted ripping into a sector is completely impossible to defend against, no matter how many people are defending.
Well that multisquad match was the first "big" game since the new netcode. We had ~120 folks ingame consistently and the server seemed to hold up very well.

I was very happy it didn't blow up /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

I don't want to risk jinxing it but, there's a chance that replacing the netcode fixed the "huge games crash server" bug /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

--TE


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Gappy
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Post by Gappy »

I also thought the main reason that sector overload was in place was because Alleg was released when dialup was the norm, and the bandwidth consumed while 50+ people are in a sector is exceptional, since the server sends out all the sector information to everyone there.
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juckto
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Location: NZ

Post by juckto »

Has it ever occured to anyone to develop different cores which are essentially the same, but the damage outputs and hitpoints are balanced for different sized games?

ie, one core for small games, one for normal games, and one for large ones.
Last edited by juckto on Wed Mar 14, 2007 5:19 am, edited 1 time in total.
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Bacon_00
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Post by Bacon_00 »

While that's a good idea, maybe, it would take a massive amount of time and data to figure out how to balance both cores. I think Noir has enough problems trying to balance one core that gets played constantly... whoever was trying to balance 2 cores based on team size would have a massive job on their hands. You'd also run into the problem of "What's a 'big' game and what's a 'small' game, and where do we draw the line?"
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guitarism
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Post by guitarism »

To play a core like that, you'd have to not let it start without more people. So you'd have to start the game with 15 -20 on each side.....
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Lykourgos
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Location: Portland

Post by Lykourgos »

Tiger;

I don't want to discourage you, but a lot of people were getting dropped out of that multisquad game frequently. Mainly when there were a gajillion people in the same sector, of course.

The server didn't die, though. I suppose that's something. /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Shizoku
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Post by Shizoku »

For a true server test we need 50people on each side in dests firing quickfires at each other.

~30qf X 100 dests = server @#(! itself mode!
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Rand0m_Numb3r
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Location: Madison, Wisconsin

Post by Rand0m_Numb3r »

IMO

The new netcode lets me play larger games and Dplay ALOT less in med-large games
but now for no reason ill drop its rare and random appears to happen more when more objects are in a sector, asteroids, powerups, ammo, bases, and more so things that fly around drones, people.

And i LAG waaaay more than i used to and theres like a 50% of its so bad i just randomly appear in a pod even if there are only me and one other person in the sector.

I understand that dplay7 was more for dileup and the new one not so much but meh ill move out and get DSL eventually.

but the random dropping IS a problem even when playing on 3 different connections home dileup, wiscnet(UW madison intenet), and charter cable.

And back on topic... Dam missed a sweet game :(
Beyond the clock tower.
madpeople
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Location: England

Post by madpeople »

my main problem is with the packet drop lag (atleast that's what i think it is) its where your screen pauses every few ms, frame rate is fine, but then it pauses for a few ms, the pauses occur every few hundred ms
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