I'm wondering why you guys don't try to change the Torque3D player limit to something like 80 or 100? The engine can easily run probably about 200 players. This game is quite big in terms of networking so I know it might be hard to analyze how many players it can actually run. At least give us an option to change it, on our responsibility. I've been having a look at the default.cs.dso file and it contains the setting variable which is responsible for max amount of players in the engine, altering that will not work so you guys must have done something else to it.
Can I have a response please? Thanks
Head Administrator of medievalkingdoms.eu
PVP server with elements of RP with factions, trading and kingdoms system. Join us for great fun:).
for the MMO, a MMO block is the same size as your own map... but will accept at the same time at least 500 players, then you can see the YO map could welcome 500+ players... but there is the sea, big mountain etc... lack of living place...
and, MMO server will be supported and hosted by devs, here, server are mostly private, and then sometimes server can barely keep 64 players without lags...
+ sawwon told about modders working on the player limit, thinking they are near to unlock the 128 player....
Modded? How if the player limit is compiled into .cs.dso? You can't decompile those files. Untorque doesn't work anymore.
64 even for this map is not enough, trust me. I run a pretty big server and 64 is just not enough for us... the map still has some space left.
Btw. I never said that it's a torque3d limit... In fact it doesn't have a hard-coded limit. The Max Players variable is stored in defaults.cs.dso file. It depends on the networking optimization of the game.
Head Administrator of medievalkingdoms.eu
PVP server with elements of RP with factions, trading and kingdoms system. Join us for great fun:).
One thing is true, YO servers player capacity has to be increased, we will still wait for the MMO quite a while and 64 (players) servers are not enough anymore.
Well i'm telling you now at this point you cannot increase the player limit or mod it. You can't decompile cs.dso files and as far as i am aware the torque3d engine stores the maxplayer information there.
Head Administrator of medievalkingdoms.eu
PVP server with elements of RP with factions, trading and kingdoms system. Join us for great fun:).
first they should bring a 64bit server version, than u can talk about increase playerlimit, around 2600MB RAM usage on a win2012 rootserver is way too low for more than 40 players on server if ur world is more than 2 months old and full with objects and much terraforming, i love how ppl often start a new server and call out, come to me, i have the best server, and will never lag, yea in a fresh world, but it will turn if ur world get stressed after few weeks
as custodian sayd u can not mod the playerlimit, so far i seen rumors of some server where playerlimit was showing as 108 slots bhut it couldent hold more than 64players anyway
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Airco wrote:as custodian sayd u can not mod the playerlimit, so far i seen rumors of some server where playerlimit was showing as 108 slots bhut it couldent hold more than 64players anyway
Before the official release of YO, it was possible, I believe, but no longer.
would love to see this feature though. A lot of us have spent significant money on dedicated servers to try and run a good server but often bugs in the game ruins it
I sort of understand the reasoning, it just seems like the YO community is slowly dying.
The only thing spiking recent player count is custom maps, and that was a community mod.
Large groups want to play against other large groups, and yes that's what the MMO is for, however a lot of players are simply moving on to other games and writing off LIF forever.
I think it's pretty clear that the devteam doesn't want to expend effort on increasing the playercap for LIFYO or allowing modders to do it because, among other things, that would mean less revenue.
LIFYO doesn't have the same business model that the MMO does (The MMO can generate continuous money via microtrans and cosmetics) and once the MMO is out LIFYO would just be drawing people who like medieval sandbox games away from the MMO.
After all, from a player point of view why play a game with a cap of 64 players when you can play a massive MMO experience with thousands?
And why have players play a game that they buy once when you can have them pay to play the game their way on a continuous basis?