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RUNNING WITH RIFLES Multiplayer

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 Post subject: Online Discussion
PostPosted: Mon Jul 18, 2011 8:29 pm 
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Joined: Mon Jul 18, 2011 7:12 pm
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So how will this work. will there be server lists, you type in the IP, or what?
How is it supposed to be planned? If not how do you want to plan it?
Online will be fun for this game, even in it's early Alpha stages.


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 Post subject: Re: Online Discussion
PostPosted: Mon Jul 18, 2011 11:14 pm 
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Joined: Tue Jun 28, 2011 11:12 am
Posts: 137
I want it so you type in the IP.

Would be nice imo, and wouldn't take a lot of time to do.

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 Post subject: Re: Online Discussion
PostPosted: Tue Jul 19, 2011 12:15 am 
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Joined: Wed Jun 29, 2011 7:14 pm
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ChloChlo wrote:
I want it so you type in the IP.

Would be nice imo, and wouldn't take a lot of time to do.


I.P, and address save feature.

A dedicated browser would be good, but It would detract too much time which could be spent adding in-game features!


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 Post subject: Re: Online Discussion
PostPosted: Tue Jul 19, 2011 7:18 am 
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At the first stage the online mode will work with just IPs. When you host a game, you have to find a way to tell your friends about it, be it irc, facebook, messenger, the forum, whatever. I'm not expecting the max player count to be that huge at the first stage, so this way should be good enough for a while. I'm also expecting to get a drop-in/drop-out feature implemented, so you could just start playing your single player game, start the server while playing, and others could join in any time.

At a later phase, I can add a button or something in the game so that people can automatically publish the info about the game they are hosting, the info will reach e.g. modulaatio.com server, and other people see these published games as a server list within the game. This feature makes more sense once the max player count grows as the network implementation gets optimized. It will probably also require more controlling stuff like setting passwords for the hosted games, voting/kicking players out from the game, who knows what.


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 Post subject: Re: Online Discussion
PostPosted: Tue Jul 19, 2011 9:12 pm 
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Joined: Tue Jun 28, 2011 11:12 am
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pasik wrote:
At the first stage the online mode will work with just IPs. When you host a game, you have to find a way to tell your friends about it, be it irc, facebook, messenger, the forum, whatever. I'm not expecting the max player count to be that huge at the first stage, so this way should be good enough for a while. I'm also expecting to get a drop-in/drop-out feature implemented, so you could just start playing your single player game, start the server while playing, and others could join in any time.

At a later phase, I can add a button or something in the game so that people can automatically publish the info about the game they are hosting, the info will reach e.g. modulaatio.com server, and other people see these published games as a server list within the game. This feature makes more sense once the max player count grows as the network implementation gets optimized. It will probably also require more controlling stuff like setting passwords for the hosted games, voting/kicking players out from the game, who knows what.


Could you please make it so players who host can pick the bot count?
I'd try setting up some RP. Yup, so bots would just ruin it imo. D:

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 Post subject: Re: Online Discussion
PostPosted: Thu Jul 21, 2011 6:44 am 
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Location: If only you knew! :P
I would like to type in an IP address and I like the bot count idea also I would finally be able to play Running with Rifles with my buds

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 Post subject: Re: Online Discussion
PostPosted: Sun Aug 07, 2011 7:28 pm 
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Joined: Wed Aug 03, 2011 6:41 pm
Posts: 30
The maps being so big, a smaller map would probably be advised. Or, an icon above a soldiers head to show that it is a player you are fighting against?

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 Post subject: Re: Online Discussion
PostPosted: Mon Aug 08, 2011 8:20 am 
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The player ground markers are visible in online so you'll detect the human players.

When you play humans only, no AI, 4 vs 4 for example, how do you see the capturing bases concept would work? With so few soldiers, it gets pretty hard to defend all the bases your team has captured, even if there would be like 4 bases total in the map. Should it be more like you'd fight just for the frags in teams, and each team would have their bases where they respawn, and no capturing happens?

I'm not sure if the map bigness is a problem itself, maybe just so that only a few of the bases in the map should be active and they would need to be closely located, e.g. in the default map, Town (W) and (E), Center trench and East trench perhaps.


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 Post subject: Re: Online Discussion
PostPosted: Mon Aug 08, 2011 11:36 am 
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On a smaller map for obvious reasons it is much easier to put in a huge attention to detail and carefully plan the layout, if the maps were to consist of the larger map with the potential smaller sectioned off areas the maps would have to be made for both sectioned off play and the whole map mode, making the process harder and giving it less potential then it would need to be.

Using team fortress as an example the maps are made for a certain player count and when these maps are played at a much lower count, the time spent running to the combat is longer then 'actual' game play. When the maps have far too many players the combat is constant and it becoming a bit of a 'spam fest'. This is why the good balance is needed. The current size maps work fine in the way of having the large number of AI, you never have to run too far to find a fight much less. Having players on their own will lead to player never even seeing the enemy as well as making it impossible to defend.

From what I have seen of online game play is players hate beyond all else having the AI mixed in, Mount and Blade is a good example of this, the maps defiantly feel like they are under manned but the players will opt for this over playing with AI.

Either smaller maps or having chain-bases, as in having to capture Town A before taking Town B would be the only ways i could see it being practical.

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 Post subject: Re: Online Discussion
PostPosted: Mon Aug 08, 2011 12:35 pm 
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Yep, most probably new maps will be wanted that are balanced for certain player counts, but mainly I was saying that the map size, the total area out there, shouldn't matter much, as long as the bases are made to suit that player count. This means that there would be a lot of empty wasteland outside the center area where the bases are located, but that doesn't do any harm, right? You'd always know where to go to pick up a fight and you wouldn't have to go far.

The reason I'm after this is that making the actual map size dynamic at this point might introduce issues that take time to resolve and test, and that's something I would like to push to the future as much as possible at this point. The example I presented about modifying the default map by reducing the base count would be about the fastest way to enable this kind of PvP mode on a basic level, but of course new maps specifically designed for certain gaming mode would be needed.

I myself have only a little opinion over how adversary modes should be played, so I'm just all ears what you guys have to say.

I'm more of a cooperative guy (which should be obvious by now) and I'd like to get some friends playing the game, each possibly having a squad of AI members or just us forming a team, and go out there together and fight against the swarms of enemy soldiers to capture areas. When one of the players would get killed, he would try to rush to the battle again after respawn or stay behind waiting for the rest of the guys to get killed, and then start a new wave, possibly with a different approach.

I was actually pretty disappointed that Mount & Blade Warband didn't have this option, that you could've played the single player sandbox mode with your friends roaming around the world, meeting up and forming, well, a warband and you'd go on your quests together - correct me if I'm under wrong impression here. I can see some things in the M&B single player that would've been difficult to translate to a multiplayer setting, but still, it would've been mighty awesome to me.

So, in PvP, how would the "small maps" work in terms of respawn and bases? Does the level designer set which base belongs to which team and that's it for the whole duration of the game, or how does that work? How do the spawn points work - do you just spawn in the middle of a fight if there's a fight in your (only) base?

I like the chain of bases -idea, and it would be pretty easy to implement I think.


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