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Multiplayer demandings?

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Will ArmA be lighter on servers, or will it demand more? Then I not only mean CPU, DDR but also connection. Do we gotta have 100mbp/s-connection so we don't get a serverlag beyond your imagination, or?

Thanks for answers

Regards

JW

smile_o.gif

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Well we havn't had word about any of this, im sure with a new netcode however it will run much smoother then OFP, less lag most likely and JIP.

Over all a more thrilling and solid gameplay experience then OFP no doubt. wink_o.gif

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It sounds like the multiplayer games will be able to have many more players.

But I really don't think less BW will be required, it sounds like they're doing terrain streaming. And that'll cost bandwidth.

Hopefully we'll see a doubling of the number of players most servers can handle though. So the servers that can do 24 full groups now might be able to do 48 instead.

That'd allow us to have pretty much action even with larger islands.

But I don't think you should expect to host a server with many players on less than a 10Mbps uplink.

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We dont really know anymore. But I can imagine it being lighter for the server (bandwith), since OFP was developed with singleplayer in mind, Armed Assault is being developed with mp in mind.

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Lets just hope we dont have to pay to make the servers >.>...nah I doubt they'd do that.

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But I really don't think less BW will be required, it sounds like they're doing terrain streaming. And that'll cost bandwidth.

I think the terrain streaming is done locally. I understood that every player has to have the same terrain add-on like now, BUT the whole terrain won't be loaded into memory like now in OFP. The terrain is streamed into the memory. This makes possible denser object placement and larger terrains.

I don't know how the server will handle the AI though. If you think about it, the server has to stream the terrain for every AI unit so units don't fall through the ground surface. But again this is done locally in the server, so no bandwidth will be used.

And what comes to actual BW usage, I think BW usage/player has to be smaller now because BIS said ArmA will support 60 players in MP. That's a lot!

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I'm sure multiplayer will be far better overall then OFP with the experience Bohemia now have after making OFP, Resistance, VBS and Elite.

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Yeah 60 players promised, really hope they get the mp right as that was the biggest annoyance of Flashpoint, brilliant games were had, but then the lag/desync would kick in half way through and really mess the game up. Multiplayer in vehicles was really quite unplayable also. Fingers crossed eh?

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one thing tho, ofp never had a "support for 5, 6, 7" players and so on, infact as far as i know you could have "unlimited" with players.. you think armed ass be locked on 60 people?

Like Steal Beasts 2, the PRO version allows for unlimited players but the PE version has it locked on 8.. even if its same game, just diffrent price.

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No, you won't need 100mbps connection to host games and yes you'll need a good computer to host AI/script heavy missions. I'd guess that the client bandwiths would be the bottleneck if some mission actually used like 100mbps of bandwith, so it wouldn't help if the server was 1 000 000mbps. Stupid thread.

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OFPR was locked to 160 if i remember correctly ...

OFP after some patches to 256 ...

even if limit(s) are 160-256 it's fine and if netengine is so robust to handle more (with just more demand on server processing and line bw) then wow smile_o.gif

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Multiplayer will probably be a much larger aspecct of AA than it was in OFP. Remeber, BIS didn't know it was going to get as much of a fan base as it did, and some other games with large multiplayer components just flopped because of not having many players. Now that there is a large fan base, BIS knows that multiplayer will be a vital component.

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Also, if I remember correctly, just a couple of months before OFP's release, they had said that they would NOT be able implement a MP component at all. They did not think it would be possible, given the game's environment. OFP MP was a gift.

--Ben

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Has any one got any idea how JIP might work for OFP in practice? Hopefully there will be some controls in place to stop people spawning anywhere they like. But will there be single static points on the maps, or/and perhaps a 'dynamic moving spawn point' that could be used for reinforcing other units requesting them somehow?

I can imagine how it would be for CTI, but what about co-op and TDM?

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Also, if I remember correctly, just a couple of months before OFP's release, they had said that they would NOT be able implement a MP component at all. They did not think it would be possible, given the game's environment. OFP MP was a gift.

--Ben

Actually, the way I remember it is that after getting Codemasters as the publisher, they started down-playing the multiplayer aspect of the game, which made me go berzerk, because all along we long-time fans talked about the multiplayer potential of the basic game idea.

I think that this might have been because they saw that it couldn't handle that many players over the internet without disconnects. (It probably worked fine on B.I.'s LAN, assuming they had one, of course, since I've never been there.)

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I have a question about the CTI ? mode or the ongoing warfare that can rage across the Island.

I have not played the mod for OPF that it basically refers to, but I wonder if it is all hands free on where to attack couse with such a big Island it would ruin some of the gameplay in my opinion.

It would be best if you attack via a supply line, only having like 2-3 options out from your base so people don`t get scattered all over but still have choices as in element of surprise.

In that way you could still encircle enemy forces chosing to defend one point heavily while the opposing force take the surrounding areas.

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Has any one got any idea how JIP might work for OFP in practice? Hopefully there will be some controls in place to stop people spawning anywhere they like. But will there be single static points on the maps, or/and  perhaps a 'dynamic moving spawn point' that could be used for reinforcing other units requesting them somehow?

I can imagine how it would be for CTI, but what about co-op and TDM?

Co-op - probably spawning into remaining AI.

TDM - spawning at the respawn zone with a check to make sure teams aren't imbalanced.

[probably]

Overall, ArmA will be less heavy on MPlayer requirements/servers etc than OFP. At the moment, OFP is a processor hog - put it on one server and run a game and you'll be fucked if you can run anything else.

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Also, if I remember correctly, just a couple of months before OFP's release, they had said that they would NOT be able implement a MP component at all. They did not think it would be possible, given the game's environment. OFP MP was a gift.

--Ben

yes that was like that with gta 3, and gta:vc ...

there where only fragments of multiplayer in the code so the community did their own multiplayer for gta 3

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