Support of mod player cap

Support of mod player cap

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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Support of mod player cap

Post by Gota »

Can lobbies start supporting mods that have player caps?
If i want my mod to be played by a max of 8 player in each game than I need lobbies to support that.
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SwiftSpear
Classic Community Lead
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Joined: 12 Aug 2005, 09:29

Re: Support of mod player cap

Post by SwiftSpear »

Spring doesn't even support that yet strictly speaking...

You could probably build a lua somethingorother that would kill the game if more than 8 people in player positions log on, but it's a horrendous hack.
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Support of mod player cap

Post by Gota »

As far as i know You can already do this.
Its only a question of lobby support so that people know that the game/mod is capped.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: Support of mod player cap

Post by KDR_11k »

I'd rather see full control of what factions, numbers, etc are allowed. If someone wants to make a CoH-like mod (team 1 can only be allies, team 2 only axis) or enforce the factions in Planetwars that should be possible.
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: Support of mod player cap

Post by Pxtl »

KDR_11k wrote:I'd rather see full control of what factions, numbers, etc are allowed. If someone wants to make a CoH-like mod (team 1 can only be allies, team 2 only axis) or enforce the factions in Planetwars that should be possible.
Good point. This would also be good for a team-fortress style game where there are different positions needed for factions.

However, I'm surprised mods haven't phased-out this feature in favour of picking at spawn-time in Lua, now that we can do that instead. Spawn a dummy unit, let the player pick their comm (or force it if we're doing PlanetWars) then spawn the comm and kill the dummy.
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SwiftSpear
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Joined: 12 Aug 2005, 09:29

Re: Support of mod player cap

Post by SwiftSpear »

Pxtl wrote:
KDR_11k wrote:I'd rather see full control of what factions, numbers, etc are allowed. If someone wants to make a CoH-like mod (team 1 can only be allies, team 2 only axis) or enforce the factions in Planetwars that should be possible.
Good point. This would also be good for a team-fortress style game where there are different positions needed for factions.

However, I'm surprised mods haven't phased-out this feature in favour of picking at spawn-time in Lua, now that we can do that instead. Spawn a dummy unit, let the player pick their comm (or force it if we're doing PlanetWars) then spawn the comm and kill the dummy.
In my option it's better done from lobby. But ya, as you point out, you can easily make lua do that kind of stuff in game. If lobby developers don't get on board it's not like we're all entirely stuck.
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aegis
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Joined: 11 Jul 2007, 17:47

Re: Support of mod player cap

Post by aegis »

problem with a mod player cap is it doesn't scale with hardware...
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Gota
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Re: Support of mod player cap

Post by Gota »

Meaning?
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aegis
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Re: Support of mod player cap

Post by aegis »

you might be able to perform fine above the player limit with high-end computers, and the cap might be too high for low-end ones...
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SwiftSpear
Classic Community Lead
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Joined: 12 Aug 2005, 09:29

Re: Support of mod player cap

Post by SwiftSpear »

aegis wrote:you might be able to perform fine above the player limit with high-end computers, and the cap might be too high for low-end ones...
It's more meaning to be a gameplay thing. Left 4 dead wouldn't work with 16 players, there aren't even enough player models. They force the 4 player per team cap because it's the way the game was designed.
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Support of mod player cap

Post by Pressure Line »

indeed. if you want to have a player cap, just set your autohost to a max limit of 8 players. if people are playing with more players per game, they are 'doin it rong' and the game designer cannot be held accountable for the results (as long as they give sufficient warning)

but all that is by the by, since afaik the reason for wanting this feature is "because it was like that in OTA" rather than any *real* consideration about gameplay.
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Gota
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Joined: 11 Jan 2008, 16:55

Re: Support of mod player cap

Post by Gota »

You are a fool.
Where did i write that?
An 8 player limit would bring the level of play up and create much more interesting games you can be sure of that.
The more players the less cooperation and the less a single player feels responsibility over whats going on and feels he needs to actually do well.
Plus less players in the game room means more chances of players getting tips about how they did and there is also more chance they wil lget guidance in game.

Also there are only very few maps on which an 8 player game cant be played well and these maps are never ever played anyway.
Even all the popular 20x20 maps are suitable for 4v4 gameplay.

The more players in a game the less skill based it is and the more random and chaotic it is.

I don't really see what mod in spring actually supports 16 players in terms of giving the players enough time or/and the right tools to successfully cooperate.
None of the mod creators have even thought about making a simple UI for giving out basic commands by the player to his allies instead of the very slow and uncomfortable way of just typing what you need and where you need it(like the rainbow six or swat system).
Your right though,the best thing that can be done under these circumstances is giving out a warning about player numbers.
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Support of mod player cap

Post by Pressure Line »

Gota wrote:You are a fool.
Where did i write that?
my mistake, sorry :oops: im sure i read it in another thread *scratches head* oh well 8)
Ashnal
Posts: 104
Joined: 24 Jun 2008, 00:57

Re: Support of mod player cap

Post by Ashnal »

Maybe if games were capped at 8 or 10 players, there might be *gasp* MORE GAMES! Of better quality for mods that turn into shit when crammed with players. That means less waiting for shitty 8v8 games, and more playing fun 4v4 games. This mostly applies to *A.

For the second time ever I agree with Gota (First was that Planet Wars sucks)

Mod controllable player cap would be nice. That means someone could design a mod with 1v1 specifically in mind, and have it played that way. Mods can then be responsible for the amount of players their mod is best for.
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Pressure Line
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Joined: 21 May 2007, 02:09

Re: Support of mod player cap

Post by Pressure Line »

ofc, since 90% of games occur on autohosts, the autohost owners could host @ 8 players and disable the option to increase it.
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: Support of mod player cap

Post by BaNa »

Pressure Line wrote:ofc, since 90% of games occur on autohosts, the autohost owners could host @ 8 players and disable the option to increase it.
that. I've been hosting 2v2, 3v3 , 4v4 games now and then, there doesnt seem to be a shortage in players for it.
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Support of mod player cap

Post by Pressure Line »

indeed. but theres ~15 empty 16 player autohosts on all the time...

put simply: if people want to play 8v8 DSD, let them. Its their time, and their choice. ask more autohost owners to host smaller games, thats all you can do. Forcing people to play Spring games the way you want them to is not the answer Gota.
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Support of mod player cap

Post by Beherith »

Gota wrote: The more players the less cooperation and the less a single player feels responsibility over whats going on and feels he needs to actually do well.
This might just be me, but the bigger the game, the more responsibility I feel for winning and helping my team. I enjoy fights on multiple fronts, and having to take on hordes of enemies.
Of course this doesnt adress the issue of bigger games having on average higher percentages of unskilled players, or more glaring rank differences, thereby leading to percievably diminished teamwork.
Gota wrote: None of the mod creators have even thought about making a simple UI for giving out basic commands by the player to his allies instead of the very slow and uncomfortable way of just typing what you need and where you need it.
Behold the awesome power of the ` button. Also, you can bind messages, drawings, points to any key you like. There is even a widget that supports custom drawings. I use it quite frequently and find it very nice.
Also, iirc you are a mod creator, and you havent come out with such a utility, yet you bash all the others for not doing something you thought would be a great feature...
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: Support of mod player cap

Post by BaNa »

Beherith wrote: There is even a widget that supports custom drawings. I use it quite frequently and find it very nice.
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Support of mod player cap

Post by REVENGE »

BaNa wrote:
Beherith wrote: There is even a widget that supports custom drawings. I use it quite frequently and find it very nice.
Aha!
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