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Posted: Mon Feb 02, 2009 5:25 am
by CronoDroid
Okay, sector overload is $#@!ing annoying. It serves no real purpose since our servers lag anyway, and the number of people required in a sector is much too small. It can also be abused to kill enemy SBs/HTTs/TP2 scouts in a sector without having to find them.
Allegiance has grown. Big event games are $#@!ing huge. During those games, a single team can pretty much cause sector overload by themselves. It has required an increase forever, we have suggested it again and again and again but for some reason nobody has bothered ever since Zone Games came back.
So this is for the record. Please increase sector overload, because it is EXTREMELY annoying, even without the obnoxious pinging sound.
Posted: Mon Feb 02, 2009 6:34 am
by Broodwich
i said leave it alone. Even when it hits sector overload its laggy as hell. Increasing it like god4 or 5 core did made it almost impossible to kill anything except with prox in the few zgs we used it for
Posted: Mon Feb 02, 2009 11:34 am
by Adept
I'm with Crono. It should be raised again.
Posted: Mon Feb 02, 2009 12:17 pm
by Grimmwolf_GB
Broodwich wrote:QUOTE (Broodwich @ Feb 2 2009, 07:34 AM) i said leave it alone. Even when it hits sector overload its laggy as hell. Increasing it like god4 or 5 core did made it almost impossible to kill anything except with prox in the few zgs we used it for
Wow, the first time I had feedback on the change... (a bit too late though...)
Posted: Mon Feb 02, 2009 3:36 pm
by Raveen
A seperate large game core is needed. Raising the limit in the regular core will just encourage stupid games.
Posted: Mon Feb 02, 2009 7:47 pm
by Vlymoxyd
I'll say it again, either remove sector overload(Raise the limit to 200 to avoid code change) or keep it as it is. Raising the sector overload limit while still making it possible to happen is just silly imo.
Sector overload is a global value that affects both teams at the same time. There's no incitative for any team to not trigger sector overload(decreasing lag) because it hurts the other team as much is it hurts them. Since I beleive that sector overload has no positive impact on lag, I think that it should be completely removed(Or reworked with a code change).
If you beleive that sector overload has a positive impact on lag(You'd need to bring convincing arguments), upping it wouldn't be a decent solution either because sectors with many people becomes laggy even before sector overload kicks in. Upping the sector overload limit would lower its effectiveness.
Posted: Mon Feb 02, 2009 8:37 pm
by notjarvis
Vlymoxyd wrote:QUOTE (Vlymoxyd @ Feb 2 2009, 07:47 PM) Sector overload is a global value that affects both teams at the same time. There's no incitative for any team to not trigger sector overload(decreasing lag) because it hurts the other team as much is it hurts them.
I don't know about that - in the Crono vs Kap game the other day - we defended with lt ints versus heavys int bombrun and Con push - Sector overload made the difference to kill the bomber - for the period we were defending in light ints it was definitely worth triggering sector overload in the contested sector as much as possible - as it acted as a leveller of sorts.
Posted: Mon Feb 02, 2009 8:56 pm
by Sealer
Actually it hurts the attacker more than the defender. And it hurts anything that tries stealth more.
Posted: Mon Feb 02, 2009 9:25 pm
by Sushi
Vlymoxyd wrote:QUOTE (Vlymoxyd @ Feb 2 2009, 03:47 PM) I'll say it again, either remove sector overload(Raise the limit to 200 to avoid code change) or keep it as it is. Raising the sector overload limit while still making it possible to happen is just silly imo.
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Since I beleive that sector overload has no positive impact on lag, I think that it should be completely removed(Or reworked with a code change).
I agree with Vly. Basically, all sector overload does is make it suck to be in the sector even more than it does already (due to inherent added lag). I think I'd be in favor of removing sector overload completely, but I voted for the next best thing (raising the limit).
Posted: Mon Feb 02, 2009 10:15 pm
by Sealer
Sector overload is useless. Why would you want to just increase its cap?