A Request To Server Operators

RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
<div class="IPBDescription">Please increase max players</div> One of the vets (either eggmac or crit.cal) made a comment a few days ago that jumped out at me. they said that 2.0 was mainly tested on servers with around 24 players, and that in fact 2.0 was pretty balanced with 24+ people. I tried this out and to my astonishment they were pretty much spot on. The larger numbers mean the marines can achieve their objectives with sheer weight of flesh, and the aliens get res slower as it's divided up. That's a very simplistic outline of the reasons but one thing is certain: in bigger servers marines stand a much better chance of winning in 2.0.

So in the time that it takes for 2.01 to be beta tested I just wanted to send an open request out to the server operators out there. Increase your server sizes. This will result in a more balanced 2.0 that gives both sides a good chance of winning. It's a simple and temporary solution but I really think it would work.

Comments

  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    8v8 games suck. 16v16 games own.

    nuff said. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> (i agree! more max players)
  • typical_skeletontypical_skeleton Join Date: 2003-02-24 Member: 13944Members
    edited September 2003
    And in return the server operators may make an open request to you, that you provide them with the funds needed to pay for bandwidth costs as well as upgrades. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    It's not true for every server, but I'm sure most are running on the border. I remember my old clan server, if it went above 16 players it'd immediately spike all the pings. You'd go from 50ms to around 230ms.

    I enjoy big games, though. So it'd be nice to see those that are running at lower numbers "just because", to be increased. But many servers simply can't.
  • ThePhilipsThePhilips Join Date: 2002-09-09 Member: 1302Members
    give me some cash and I'll give you the best 32 player server ever.
  • homerxhomerx Join Date: 2003-04-01 Member: 15094Members
    8v8 games do not suck.

    Though 16v16 is BETTER <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • sk84zer0sk84zer0 Join Date: 2003-06-18 Member: 17478Members
    im not a server op but doesn't the more max players you have the more laggy or sumthin like that?
  • eL_DonkeYeL_DonkeY Join Date: 2003-08-25 Member: 20185Members
    Id be happy with a 12 vs 12 server myself.

    But 10 vs 10 is cool.
  • Tuistid_NuckaTuistid_Nucka Join Date: 2003-09-09 Member: 20680Members
    edited September 2003
    guess you dont realize, more players=cost more money+more lag

    more players the server allows, the better it has to be equipment wise.
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    It's just a request. I'm not saying "Everyone do this now!" I'm simply pointing out that if a server can afford to be larger, it would result in better balance. No-one has to do this, I'm just indicating that larger servers are more balanced.
  • PseudoKnightPseudoKnight Join Date: 2002-06-18 Member: 791Members
    Considering the server improvements in 2.0, server operators should reconsider their player limit.
  • Dragons_RevengeDragons_Revenge Join Date: 2002-11-17 Member: 8994Members
    I think I can speak for most server operators in saying that they try to provide the biggest servers that their system can support. Sometimes it gets maxed by bandwidth, othertimes it's maxed by ram. Usually Ram is the easier thing to upgrade-unless the server is owned by someone else. My clan has 1 private server(it's cheaper than paying for a pub server) and we have 2 members who operate their older rigs for pub servers. It's expensive, plain and simple. Look into the cost and you will be surprised. Something like $400-$600 for 6 months depending on the rig/setup. Not to mention to get the most badwidth-going for your own T1 line. First find and ISP who will run a T1 to where you want it, then ask them how much it will cost you to use just the T1 line.

    Server operators like to have big servers that gets a lot of visitors. After all, that's what it is there for. But the cost factor is reason #1 why they can't get it better. Unless you want to play on server, when it gets a decent group in there spike to 500-2000 pings. Really fun trying to play a game that moves with 1 frame every 10 seconds.
  • Lightning_BlueLightning_Blue Sunny Domination Join Date: 2002-12-11 Member: 10647Members, Constellation, Reinforced - Silver
    edited September 2003
    <!--QuoteBegin--PseudoKnight+Sep 14 2003, 03:04 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (PseudoKnight @ Sep 14 2003, 03:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Considering the server improvements in 2.0, server operators should reconsider their player limit. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Well, coming from my Linux host, what server improvements? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->


    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->And in return the server operators may make an open request to you, that you provide them with the funds needed to pay for bandwidth costs as well as upgrades.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Hit the nail on the head.

    For one, I believe testing is done on larger servers because you can fit more people in them. In normal pub play, I am totally happy with 7v7 or 8v8. 9v9 is as high as I will go.
  • BJayDBJayD Join Date: 2002-09-02 Member: 1263Members
    edited September 2003
    <!--QuoteBegin--Ryo-Ohki+Sep 14 2003, 05:42 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ryo-Ohki @ Sep 14 2003, 05:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The larger numbers mean the marines can achieve their objectives with sheer weight of flesh, and <b>the aliens get res slower as it's divided up.</b> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I've been wanting to post about this for so long but just don't have the facts to back me up about it, so I guess now is the time to try anyway.

    Yes, it certainly seems that the less aliens you have the more income per tick compared with a larger team assuming equal amount of res nodes. Personally I believe that this alone may be the biggest remaining unbalance in the game.
    Many people have claimed that "Fades/Onos appear too early" or that "Aliens can build the hive too early" well this is all due (in my opinion...) to the fact that aliens can drop res towers from game start and also that if teams are small they get much more resources than if teams are large.

    So, I have no clue what the actual resource formula is, but I am assuming it is something simply like:
    Alien Income = Income Per Tick / Amount Of Alien Players

    So assume that on a team of 8, the alien team has an income of 16 res per tick. Each player recieves 2 res per tick. However a team of 16 players recieve only 1 with the same (team) income per tick. Compare this with even lower players than 8 and the income is significantly higher. Also, consider that in public servers you often begin games with small numbers until the server fills up, or you have readyroom idlers for a few minutes while they chat about all sorts of things. This causes aliens to get a good boost of income in the starting minutes which is often when it's most needed.

    So how can the income problem be solved? Well of course as this thread suggested you can increase server sizes, though just because a server is capable of 24+ players does not mean it will always be full. I believe a better solution is an alteration to the resource distribution formula.
    What we need is a formula that would give each player on a team the same income per tick whether they have 4, 8 or 16 players (with the same amount of nodes in each scenario). My math is rusty so I can't think of how to do it offhand, but I am sure it is quite simple and someone here is capable of writing one.

    It would also be nice if the server stats which are sometimes used to show win/lose ratios can also provide win/lose ratios in player number categories, obviously this would be difficult as the numbers change regularly throughout the game. But maybe the stats could display the average players or something with each result, it would then be easier to filter the stats into groups.
    I would certainly be interested to see the win/lose ratio for a set of 8v8 games and then compare them with 16v16 games.
  • Nil_IQNil_IQ Join Date: 2003-04-15 Member: 15520Members
    <!--QuoteBegin--Vo0do0-MoNk3h+Sep 14 2003, 05:06 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Vo0do0-MoNk3h @ Sep 14 2003, 05:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So, I have no clue what the actual resource formula is, but I am assuming it is something simply like:
    Alien Income = Income Per Tick / Amount Of Alien Players
    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Actually it's more simple than that (AFIAK), it is simply a queue. Every time a res tower generates resources, the next alien in the queue gets 1 res. So with more people, the queue is longer, and individuals get resources less often.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->What we need is a formula that would each player on a team the same income per tick whether they have 4, 8 or 16 players (with the same amount of nodes in each scenario). My math is rusty so I can't think of how to do it offhand, but I am sure someone here is capable of writing one. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I agree that we need something like this, but what if the number of players changed during the game? Would the formula instantly change? That could be buggy.

    And also, if the change in formula occured at 4, 8 and 16 players, one team would be throroughly p***ed off if they were at 5, 8, or 15 players.

    Definatly worth considering though.
  • BJayDBJayD Join Date: 2002-09-02 Member: 1263Members
    The formula would be "dynamic", it would use the amount of players currently on the team to calculate how many resources to distribute each tick, so if the player count changed, the actual formula is still the same but the values it uses to calculate change.

    The 4, 8 or 16 numbers were just examples I made up, of course it would actually be whatever the amount of players are. I guess I should have said:
    What we need is a formula that would each player on a team the same income per tick whether they have 1-16 players (with the same amount of nodes in each scenario).
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    <!--QuoteBegin--Ryo-Ohki+Sep 14 2003, 12:42 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ryo-Ohki @ Sep 14 2003, 12:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> One of the vets (either eggmac or crit.cal) made a comment a few days ago that jumped out at me. they said that 2.0 was mainly tested on servers with around 24 players, and that in fact 2.0 was pretty balanced with 24+ people. I tried this out and to my astonishment they were pretty much spot on. The larger numbers mean the marines can achieve their objectives with sheer weight of flesh, and the aliens get res slower as it's divided up. That's a very simplistic outline of the reasons but one thing is certain: in bigger servers marines stand a much better chance of winning in 2.0.

    So in the time that it takes for 2.01 to be beta tested I just wanted to send an open request out to the server operators out there. Increase your server sizes. This will result in a more balanced 2.0 that gives both sides a good chance of winning. It's a simple and temporary solution but I really think it would work. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I would say that the only reason servers DONT run 24+ is that the servers cant handle it...noticed how things get laggy with 30 players and 200 buildings?
  • lazygamerlazygamer Join Date: 2002-01-28 Member: 126Members
    30 players and 50 buildings might be less laggy. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Now I don't really agree with massive servers. This is due to the marine game. The comm needs to be able to keep track of his marines, and it seems unlikely he can with 12 players on his team. Maybe some comms can, who knows. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    I think that 12 players is a little low, and a limit of 14-16 is better. This also helps build up a cache of extra players, so when players leave, a 6 vs 6 game can easily be maintained.
  • Anonymous_CowardAnonymous_Coward Join Date: 2003-08-15 Member: 19768Members
    Incidentally, please add a message to be displayed whenever you prevent someone from joining the server because of a reserve slot. Either that or inlude the # of reserve slots in the server title.

    I've joined many servers just to wait a minute or so and then realize that it bumped me off without a word. Mostly due to lack of hard drive spinning and console lag.
  • RueRue Join Date: 2002-10-21 Member: 1564Members
    edited September 2003
    <!--QuoteBegin--Nomble+Sep 14 2003, 06:39 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nomble @ Sep 14 2003, 06:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> give me some cash and I'll give you the best 32 player server ever. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Good point

    Anyway , i was going to get a 20man server but i like smallers games, 8-8 easyer to control your team.
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    I play on the R18 New Zealand server a lot with a ping of around 200 (and thats because it's across a sea) and it's 30 players. So servers can certainly do it, but I understand that some people wouldn't be able to. Like I said, this isn't an order, it's just a request: if you have the spare bandwidth and a ninja rig, spread some balance by upping max players.
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    The more players there is the more the game comes in favor of marines (and vice versa). Its been like this since 1.0. Just play on version d/e servers and the balance will be AOK.
  • HypergripHypergrip Suspect Germany Join Date: 2002-11-23 Member: 9689Members, NS1 Playtester, Contributor
    The reasons why we do host a 8vs8 server are:

    - the more slots you want, the more it costs.
    So unless you are sponsored in some way a clanserver rarely will be over 20 slots.

    - once more than 14 players are playing and several buildings are built, the ping jumps up over 200-300.
    High pings are one of the main reasons players leave servers (lack of at least medium skilled players -> lack of good and tactical play being another reason), and noone wants to pay for a server that's ampty all the time.

    (I do not know why there is the "magical 14 player barrier", but it seems quite a lot of other server admins experience the same "phenomenon")

    - 8 vs 8 can be a good and close to balanced game.
    While aliens are still dominating, we see some very good Marine rounds.. wich is fun.
    Also keep in mind that clan-matches usually are played 6vs6.
    Playing with 12vs12 or even more is, like somebody already pointed out, a "win by pure masses"scenario... wich is not that much fun, imho.

    - hardware is another very important problem when running a server... not to speak of the bandwidth.
    If a hoster decides to upgrade their machines in order to make a MOD run smoothly on their servers, the money they spend on the hardware will make it's way into the prices... wich leads us to the first point again.

    -my2cent-

    Hyper
  • UnknownUnknown Join Date: 1970-01-01 Member:
    I'm paying 150+ a month for a 22 person server in Dallas, Texas. Increasing it to 26 would boost the price to 170, 32 person is an ungodly 270 bucks a month. Then I pay for a private server that costs around 50 bucks a month. they are both 22 person servers, and dont lag. 200+ a month is already hard to grasp paying for it <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • ubermenschubermensch Join Date: 2002-12-31 Member: 11692Banned
    <!--QuoteBegin--sk84zer0+Sep 14 2003, 02:35 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (sk84zer0 @ Sep 14 2003, 02:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> im not a server op but doesn't the more max players you have the more laggy or sumthin like that? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    did you figure that one out all by yourself <b>sk84zer0</b>?
  • DEADscottDEADscott Join Date: 2003-03-29 Member: 15022Members, Constellation
    Average cost of an NS server is $8 per player slot per month.

    8x20=$160 per month for a 20 player server.
    Thats $1920 per year.
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    <!--QuoteBegin--Ryo-Ohki+Sep 14 2003, 09:12 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ryo-Ohki @ Sep 14 2003, 09:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I play on the R18 New Zealand server a lot with a ping of around 200 (and thats because it's across a sea) and it's 30 players. So servers can certainly do it, but I understand that some people wouldn't be able to. Like I said, this isn't an order, it's just a request: if you have the spare bandwidth and a ninja rig, spread some balance by upping max players. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    My ISP sucks, so I usually have 200+, and I get kicked because of it...

    Theres your problem
  • interiotinteriot Join Date: 2003-01-22 Member: 12586Members
    I can't stand playing on large servers as alien. Sometimes a team just NEEDS an expensive item (onos, HA, whatever) to counter what the other team has done. As marines, you may have to wait some time to get at least one of that item, but expensive things are expensive for a reason, so that's okay. Aliens, on the other hand, have to wait 8 times or 10 times or however many players there are as long as marines to get the necessary item. As a result, it's much harder to play a responsive game as aliens unless some team member is constantly sitting on a bank of 100 res. Flayra wanted 2.0x to be faster paced with each team responding more closely to the other team's actions. So that means we need MORE 4v4 to 6v6 games, not less.
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