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Dungeon Defenders II game Status:
One thing i would like to mention. You keep compairing DD to games like Tribes and Battlefield and even your Typhoon Raising. You arent comparing the good genre of games.
FPS games have, like you say, only use very few amounts of bandwidth. There's you, your guns and your position.
Problem with thinking like that for DD is that its not just you. There's also 20+ stats to keep track, your pets and his stats. Now you could say up to that point that those FPS also have stats to bandwidth around... Then it brings the next point:
Your towers, and mana on the ground.
Handling 100 people shooting at each other with gun is most likely much easier then handling 100 people having 20 towers down each. We arent at 100 units anymore...
And if you say you want to take out 90% of what Dungeon Defenders is just so you could have a map that looks like Battlefield, and plays like Battlefield... you might as well just play Battlefield. (Replace Battlefield with any other FPS of your liking)
You need to come to reality: Dungeon Defender is NOT a first person shooter. Dont even think about compairing them. Dungeon Defenders is also not a MOBA game.
isnt 32 players max in udk?
anyways, thats just for lag issues. this game isnt created to be battlefield 3 or something like that. you should be able to play this game with a decent computer.
at 32 players, aquanos would have like 1k troops out at a time, and a computer running an unlocked i5/i7 with 680 sli would lag.
so this game isnt optimised for those types of gameplays.
im pretty sure most of those 32 player matches will be pvp, or capture the flaglike. not mobs
wait a second
games like tribes may not have had pets, but they sure had things like vehicles and deployables and the game has to keep track of all that and there stats
dungeon defenders is built on udk and it runs on some hardware those are the real limits, the rest is imagination and what code we have
and who is to say you have to have loot / mana drop
again they give us dddk and other than the c/c++ code they don't give us access to the rest is very changable
so here if they have some c/c++ code that says if maxplayercount > 32 then error im simply asking for them to comment out that line. if you look at the unreal script code maxplayercount is not limited in anyways and will be set based on what the map says max player count is. check out unreal code they give us. now if it can't be commented out because of some other code limits, for example how much can be stuffed into a packet or something else, then set the maximum player count to the maximum that the source code algorithms allows. for example lets say they like to stuff everything into a single packet instead of passing around multiple packets and that single packet cannot be broken and transmitted since they dont have the code to break the packet into little packets and then reassemble them, ok then set the max player so it fully fills that packet to maximum size allowed.
anyways too bad they don't also give us access to c/c++ code for conversions.
and again DDDK does not limit game to be DD, its basically a very open game building environment, what you do with it is really up to you.
trendy has handed us the keys!
if we have the imagination, skills, time, persistence, patience there is really few limits other than what is in the c/c++ black box and udk imposes.
right now i'm in process of porting candy land map from udk to dd udk, and the map originally has nothing to do with dd, its a bit of pain, but the only limits i see is udk and how do i put the square peg into the round hole. i mean trendy has made some changes from generic udk and one has to figure out what one has to do for it to work correctly...
ok now that 7.48f is out as soon as i am finished with candy land
i'm going to try to setup a simple test map of 16v16 and see what problems we run into
if we run into few problems as far as performance / bandwidth, then we will be able to make a better argument for them to extend it
i'll have to look at things like LOTR online / WOW for inspiration. maybe i'll expand the weathertop map i put on pause to do candy land. that one is pretty open. have to groups on on hill top trying to hold out and another group trying to take the hilltop.
or perhaps build from the siege map, that looked interesting, again one group trying to hold out another group trying to take it.
i'll have to check out how they did capture the flag and see if they have capture and hold concept in game, look at tribes ascend f2p for capture and hold
one of the trendy desert maps is huge, the play field is tiny, but if u you to spectate its huge, so i can't see no reason why it does not support huge maps, since they already have huge maps, just limit us to very small area...
I think 32 players is a limit imposed by Unreal Engine itself.
See no reason to ever get that high in STRATEGY game. It's impossible to control that amount of players and came up with any resonable gameplay, certainly not on the maps we know (maybe apart from Crystal Dimension). Hosting game for 32 players is the same as sitting in one room with 25 idiots... how do you ever imagine that?
i'm talking about custom maps / conversions
its a DDDK thing and ability to specify on a map
I was expecting a wow reference "hosting a strategy game for 32 players is the same as coordinating 25 idiots to do something, how do you ever imagine that?"
Originally Posted by Warmonger