https://corporate.gameforge.com/games/?lang=enTourqe Devs and users said it themselfes, the engine can handle 256 players easily, 512 might become and issue due to hardware limitations. In general hardware limits stuff currently more than the software does.
EVE is the game with the most experience in this matter but they also get heavily supported from a lot of companies in order to do so. Even if it's not offical. The last time I checked they only had one server for their whole game, so heavily upgraded and optimized with their slow-mo tech that it works.
Looking at the pic, for each move you do the server receives data, approves said data and sends it back to the important figures. E.g. people fighting. Movement, positioning, animations, items etc. are loaded within the render distance and maybe checked every few ms but for 100 people the server has to check a lot and resend data 100*99-> 9900 times within milliseconds (just for the lulz, 234 ppl fights are freaking 234*233=
54522 times). Ofc the shit is gonna lag if the fighting depends on a lot of factors like weight, speed and strength of characters or else.
That's however just explained plainly.Chettone wrote:The sooner devs admit their limitations, the faster they will be able to save the game.
I think they got a clear idea but they also are bound to certain things. Maybe their knowledge as you said, maybe it's the hardware with their server partner, engine limitations or whatever.
I can also imagine that they work hand in hand with garage games because LiF should be the biggest game done with their engine (or at least that I know). And the fun part many of you don't understand, Torque is free to use and a lot of indi devs use it, even well known devs recommend using it.
Still a game should be released at some point and then worked on in the progress to optimize. That's what Digital Extreme did with Warframe, EVE, Blizzard with WoW and so on ...
I mean WoW could hardly support large city raids in the beginning (300ppl+). Maybe sitting around in the city or selling works but not fighting while all the items have to load, too.
A lot of games work with diffrent instances and around max. 20-30 players per map, like PoE. But that's nothing for LiF in the open world setup. So there have to be limits to not interrupt the daily gameplay.
Edit: Does anyone have an idea why we need the combat stance? For not acidentially start to dig a hole with my shield during combat?