Opt_0 wrote:
Yeah the Higher player count is nice.
Yeah, was nice with such players a long time ago, since the days when the settings were different from the the current ones.
Opt_0 wrote:
Yet after a certain point it's a whole different game and you get stuff like the pic above.
Actually, the pic above illustrates the futility of the gaming in Invasion atm.
-------------------------------------------------Well, I went through the entire thread and I'd want to quote some of our previous posts:
JackMayol wrote:
......... I didn't play "Power Junction" but this map might really need a rebalancing in terms of player compensation. We will lower it on SASinva from 8 to 4 and see how it's going.
Might require more tinkering than just changing this value but let's do that first.........
Agree, as he's right and it was done as regards to Power Junction map, but I would even add that almost all maps really need rebalancing in terms of player compensation.
pasik wrote:
If there are still unbeatable situations in online, I guess we could introduce some helpers that gradually lower enemy numbers to guarantee a victory for the player faction. E.g. after a map would have been on for an hour, the enemy would start to lose a certain amount of soldier capacity every 10 minutes or so. It does sound a bit like a last resort tho.
This also seems to be appropriate solution.
-------------------------------------------------pasik wrote:
The profile sharing feature is being worked on.
This is something that I personally waiting with great impatience for.
pasik wrote:
.............. Don't know what are the latest settings there.
I think they are the same as Jack stated while ago
here and far as I know they have not changed since then.
DIO wrote:
- to be removed(or = 0) the player_ai_compensation_factor upon reaching the certain number of players, i.e. as mentioned as the optimal number per server(~ 14 players imo)
I get your point, but it was ust a spelling error by my side

, I meant
1.0 As I suggested, it might be experimented with this one server(max players=64)
Actually, we already discussed this matter
herepasik wrote:
I suppose a compensation capping parameter could be added or a parameter like "maximum effective player count for compensation factor", easily doable. But isn't this still going to hit the other end of the issue again anyway if player count goes up substantially? Let's say a server would be holding 50 players and would otherwise be in the same situation that was there with 14 players: instead of 14(+some bots) vs 106 bots, you've got 50 players playing against 106 bots, that's again going to be way easy.
I was sure that there's a possibility to be added a script which could do the trick.
pasik, your example is correct, but the opposite situation is also not very acceptable - 40 players x 4 = 160(max x 8 = 320) + 50(enemy's capacity before the compensation), then we'd have 40 players(with almost no friendly bots) vs 210-370 enemies, right?