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[RP] Pikkotekk’s 1000-Player FPS. - Page 3

post #21 of 29
But surely Planetside (an fps) would have had more than 1,000 people online at the same time? I never played it, but my understanding was that it was all about the big battles and the squads within them. Or am I totally misunderstanding how Planetside worked?
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post #22 of 29
Awesome, hope the test turns out well so the tech gets adopted.


Quote:
Originally Posted by TurboTurtle View Post
Once again, it's not about "on at one time" as it is "online and interacting with each other at one time". You don't see 20k people in a single area in EVE. However, the basic idea here is effectively the same.
Well, there have been multiple battles between 1000+ players in EVE before...
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post #23 of 29
Isn't this basically a MMO.
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post #24 of 29

This sounds pretty dang awesome. Although I'm imagining a client based game with a single large battlefield and 100's of players across it. These guys are working on a browser based game I guess, which probably limits the detail quite a bit... Very cool idea though, many servers rendering small portions of the game so that everyone can play in a single environment.

Also for the one who mentioned M&B..

post #25 of 29
MMO nerds leave now!

Jk, but seriosly read before you post. WOW and Everquest aren't FPSes.
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post #26 of 29
1000 players? Wouldn't there be a lot of lag?
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post #27 of 29
Battlefield 4 - Max player limit: 1024
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post #28 of 29
The game looks pretty retarded from the video, but I think the tech behind supporting something like this is a lot more interesting vs. current server methods.
Quote:
Originally Posted by NitrousX View Post
1000 players? Wouldn't there be a lot of lag?
If the tech works the way they say it should, the only real lag you might see would be lag due to ping--otherwise, it doesn't sound like there's any processing or bandwidth overhead for this.
Edited by guyladouche - 3/7/11 at 1:29pm
    
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post #29 of 29
It has 999 to many players
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