However you feel about the ideal player cap, there's no possibility of lowering it now. That would be a PR disaster. In any case, people are perfectly capable of deciding for themselves what server size they think is most fun. 12v12 is pretty much a chaotic deathmatch, but if people like playing that way then more power to them.
24 players is a great server size. People like it because its the best balance of not having too many players so you get lost in the crowd, and having enough players so you personally wont be the reason your team lost (also, your team is less likely put the blame on one person when they lose).
Also, its easier to keep a 24 slot server full. If you lose 6 players, you're down to 18 players, which is still a pretty full server. If you lose 6 players on a 16 player server, you're down to teams of five, which sucks.
Balance-wise, it may not work in NS2, but thats not gonna stop people from joining them. In TF2, 32 player servers are ALWAYS packed, despite the fact that only 4/9 classes are even viable on those servers. And its not just bad players either. It's just something about a really full server that's really appealing.
About the balance changes, I played skulk and fade. the movement for both lifeforms is very satisfying and fairly simple to get a hold of. The "Hold to Jump" change makes it a lot less cumbersome to actually get going. I really like it.
24 players is a great server size. People like it because its the best balance of not having too many players so you get lost in the crowd, and having enough players so you personally wont be the reason your team lost (also, your team is less likely put the blame on one person when they lose). "
NS2 is properly balanced at 8v8 12v12 marines have a huge advantage once they have W1, it reduces the skulks efficiency early game and breaks the balance after the 4 minute mark.
stop building 250, start building maps instead get us biodome, what month is it now 10? and we only got one...ONE single map entire 2013. That was solidly best map ever made for ns2 in my opinion but get so much hate, so get more fresh content out there instead of polishing what is already working perfectly. its like 2% that plays competativly, think of the other 98% instead
Making an official release quality map including playtesting takes longer than 10 months. It's a complex game needing complex maps.
Well, making a map can be quite quick (as a test, I was able to make a basic, playable NS2 map in about a month with 10-20 hr/week effort). However, making a fun/balanced/high quality one can easily take a year or more. The biggest issue with NS2 is that greyboxing tends to be less useful in figuring out map balance. The nature of ranged vs melee combat makes it such that the room props and detail can have as much or even more impact on the balance than the geometry itself. Because of that, many maps have to have large sections completely remade after its been fully detailed.
Comments
Also, its easier to keep a 24 slot server full. If you lose 6 players, you're down to 18 players, which is still a pretty full server. If you lose 6 players on a 16 player server, you're down to teams of five, which sucks.
Balance-wise, it may not work in NS2, but thats not gonna stop people from joining them. In TF2, 32 player servers are ALWAYS packed, despite the fact that only 4/9 classes are even viable on those servers. And its not just bad players either. It's just something about a really full server that's really appealing.
About the balance changes, I played skulk and fade. the movement for both lifeforms is very satisfying and fairly simple to get a hold of. The "Hold to Jump" change makes it a lot less cumbersome to actually get going. I really like it.
NS2 is properly balanced at 8v8 12v12 marines have a huge advantage once they have W1, it reduces the skulks efficiency early game and breaks the balance after the 4 minute mark.
Just sayin.
wat
And relax people, new maps will be released in time.
inb4 toons of goodbyes.