Flying Squirrel Entertainment

Mount & Blade Warband: Napoleonic Wars => Released Modifications => Iron Europe => Topic started by: Roach on February 15, 2014, 06:39:44 pm

Title: How are the events going to work? | Server Problems
Post by: Roach on February 15, 2014, 06:39:44 pm
With every server I've been on which have had over 100 players, there has been major lag. And no, it's not my internet because everyone on the variety of servers all type in chat that they are lagging also. It doesn't matter which server, each one always lags at the 100+ player mark.

So, how will events work which are going to hold up to 200 players?
Title: Re: How are the events going to work?
Post by: Archduke Sven on February 15, 2014, 06:44:26 pm
No MG, No artillery, No grenades and simpler maps might do the job.
Title: Re: How are the events going to work?
Post by: Roach on February 15, 2014, 07:06:28 pm
No MG, No artillery, No grenades and simpler maps might do the job.
I suppose so yeah, but that's going to suck for artillery regiments.
Title: Re: How are the events going to work?
Post by: Landrik on February 16, 2014, 09:54:58 am
Also going to suck for Infantry units that have to go over the top and they can't bombard a position first prior to getting over there.
Title: Re: How are the events going to work?
Post by: Roach on February 16, 2014, 09:56:13 am
Even after the patch, servers are still disconnecting. And now they're even disconnecting every 30 minutes, when there's only around 20 people on the server.

So, I guess it's not due to the MG's and artillery then?
Title: Re: How are the events going to work? | Server Problems
Post by: Gishank on February 16, 2014, 11:37:47 am
I personally have never experienced one of these mysterious "disconnects". Though the mod has really only just been released, I'm sure the devs will optimize it more. :)
Title: Re: How are the events going to work? | Server Problems
Post by: Roach on February 16, 2014, 11:45:13 am
Then you are very lucky, I have spoke to countless people who are having the same problem. And yes, I do hope the mod is optimized more, but I know they are working hard on other things as well.
Title: Re: How are the events going to work? | Server Problems
Post by: Ribs on February 16, 2014, 11:53:47 am
They said they're working on improving performance


Title: Re: How are the events going to work? | Server Problems
Post by: SeanBeansShako on February 16, 2014, 05:29:06 pm
I really hope these latency issues are quickly worked out, because me and my regiment entirely agree a battle mode game without grenades, machine guns or artillery sort of isn't very fun.
Title: Re: How are the events going to work? | Server Problems
Post by: Gunny on February 16, 2014, 06:12:09 pm
Two servers.
Title: Re: How are the events going to work? | Server Problems
Post by: Roach on February 16, 2014, 06:23:32 pm
It would be a shame to do that though, less players would mean the event being less action packed.
Title: Re: How are the events going to work? | Server Problems
Post by: SeanBeansShako on February 16, 2014, 06:40:04 pm
With two servers you know artillery be neglected and forgotten too, as the pieces right now are static map props.
Title: Re: How are the events going to work? | Server Problems
Post by: Roach on February 16, 2014, 09:55:04 pm
I suppose a bump is needed for this thread considering the problems of the event.
Title: Re: How are the events going to work? | Server Problems
Post by: Commissar Jdf on February 16, 2014, 09:59:57 pm
We wait it out and use capped 100 man servers. That's my plan so far.
Title: Re: How are the events going to work? | Server Problems
Post by: Angry_Piper on February 17, 2014, 12:17:05 am
Though has anyone noticed that battle servers are more stable than conquest? I have not yet had issues with 100+ on battle but I do every time on conquest.
Title: Re: How are the events going to work? | Server Problems
Post by: Bamse on February 17, 2014, 12:36:53 am
We wait it out and use capped 100 man servers. That's my plan so far.

Well since the 2nd event server crashed with less then 90players i doubt you will be able to do that. UNLESS you have a swever that can run this.
Title: Re: How are the events going to work? | Server Problems
Post by: Commissar Jdf on February 17, 2014, 12:39:41 am
We wait it out and use capped 100 man servers. That's my plan so far.

Well since the 2nd event server crashed with less then 90players i doubt you will be able to do that. UNLESS you have a swever that can run this.

Yeah haha, lower than 100 is literally no problem. We were averaging 90-100 earlier and then it started lagging and delaying at 100+
Title: Re: How are the events going to work? | Server Problems
Post by: 5arge on February 17, 2014, 03:33:54 pm
Two servers.
This is our solution for now. 2 server playing 50 vs 50.

It would be a shame to do that though, less players would mean the event being less action packed.
There is even less action on a crashed and/or lagging server. Wouldn't you agree?
Title: Re: How are the events going to work? | Server Problems
Post by: SeanBeansShako on February 17, 2014, 03:58:29 pm
It is a lot action packed, the Conquest maps are pretty big too. And Artillery will be lost behind the couch.

I hope this issue is fixed soon.
Title: Re: How are the events going to work? | Server Problems
Post by: Saga on February 17, 2014, 05:54:25 pm
I would say a 25 vs 25 is ideal for the current stage of this mod. (Just to be safe)
Title: Re: How are the events going to work? | Server Problems
Post by: Salt on February 17, 2014, 08:03:50 pm
We had an event last night and at first more people showed up than thought and we had about 170+ and the server just crashed. We expected that, but when we split into 2 servers and were fighting 40-50 on each side it still lagged horribly.  :(
Title: Re: How are the events going to work? | Server Problems
Post by: Colbac on February 17, 2014, 09:01:40 pm
The CEF went to Getty's NACE event, and we ended up splitting the servers due to the lag caused by 200 man server. The lag was gone once we split servers.
Title: Re: How are the events going to work? | Server Problems
Post by: -~Carson~- on February 18, 2014, 06:47:23 pm
With every server I've been on which have had over 100 players, there has been major lag. And no, it's not my internet because everyone on the variety of servers all type in chat that they are lagging also. It doesn't matter which server, each one always lags at the 100+ player mark.

So, how will events work which are going to hold up to 200 players?

same with me....
Title: Re: How are the events going to work? | Server Problems
Post by: Preston on February 19, 2014, 06:59:07 am
The lag is the problem!
Title: Re: How are the events going to work? | Server Problems
Post by: asagek on February 19, 2014, 08:42:29 am
The lag is the problem!
Calma Calma!! We know all know this and they are working on it so just have a little patience and show a little respect !?
Title: Re: How are the events going to work? | Server Problems
Post by: Eatjello on February 19, 2014, 10:04:58 am
The lag is the problem!

Nah I think it's the machine guns imo this coming sunday im gonna see how rifles, grenades, arty works no machine guns. to me it makes sense
Title: Re: How are the events going to work? | Server Problems
Post by: TWking on February 21, 2014, 10:07:33 pm
Aside from the problems with the server, there are major problems with the event itself.

1. Events become first come, wins. Ways to fix (some for admins, some for devs)
  - A way to fix this is for admins to add custom "objectives". An example
     Objective: France must take mid trench and hold it for 5 minutes. France must then assault and steal some artillery, if this fails Germany may have a chance to attack.
(This is a very good objective, some high creative thought would be needed for better one. I am not very creative)
  - Smoke Grenades, it they cant see you they cant kill you.
  - Moving whilst crouching for Sturmbatallion and bomb squads, so they can actually attack without dying too easy.

2. Ramboing is rife.
 - Ramboing is quite hard to distinguish from non ramboing.
   The only way to fix this that I know of is to had a few extra admins.


Feel free to add ideas or thoughts. I will update this as I play events and do not think this is a completed list.
Title: Re: How are the events going to work? | Server Problems
Post by: FAULTYscotsman on February 22, 2014, 12:30:45 am
Aside from the problems with the server, there are major problems with the event itself.

1. Events become first come, wins. Ways to fix (some for admins, some for devs)
  - A way to fix this is for admins to add custom "objectives". An example
     Objective: France must take mid trench and hold it for 5 minutes. France must then assault and steal some artillery, if this fails Germany may have a chance to attack.
(This is a very good objective, some high creative thought would be needed for better one. I am not very creative)
  - Smoke Grenades, it they cant see you they cant kill you.
  - Moving whilst crouching for Sturmbatallion and bomb squads, so they can actually attack without dying too easy.

2. Ramboing is rife.
 - Ramboing is quite hard to distinguish from non ramboing.
   The only way to fix this that I know of is to had a few extra admins.


Feel free to add ideas or thoughts. I will update this as I play events and do not think this is a completed list.


I think custom objectives is what is needed for events to work in this mod.

Even conquest but re-worked could be an option,

For Example:

France has to capture a flag (trench) and they meed to hold it for a certain amount of time while the Germans have to try and take that flag back within the time frame and France are unable to advance because of a invisible wall or something.

Something as simple as that will be sufficient. 

In this mod I don't think ramboing should be a problem. I mean if it trench warfare then 1 person should be no problem. (My opinion).
Title: Re: How are the events going to work? | Server Problems
Post by: Weejock McFiddles on February 22, 2014, 11:10:05 am
Aside from the problems with the server, there are major problems with the event itself.

1. Events become first come, wins. Ways to fix (some for admins, some for devs)
  - A way to fix this is for admins to add custom "objectives". An example
     Objective: France must take mid trench and hold it for 5 minutes. France must then assault and steal some artillery, if this fails Germany may have a chance to attack.
(This is a very good objective, some high creative thought would be needed for better one. I am not very creative)
  - Smoke Grenades, it they cant see you they cant kill you.
  - Moving whilst crouching for Sturmbatallion and bomb squads, so they can actually attack without dying too easy.

2. Ramboing is rife.
 - Ramboing is quite hard to distinguish from non ramboing.
   The only way to fix this that I know of is to had a few extra admins.


Feel free to add ideas or thoughts. I will update this as I play events and do not think this is a completed list.


I think custom objectives is what is needed for events to work in this mod.

Even conquest but re-worked could be an option,

For Example:

France has to capture a flag (trench) and they meed to hold it for a certain amount of time while the Germans have to try and take that flag back within the time frame and France are unable to advance because of a invisible wall or something.

Something as simple as that will be sufficient. 

In this mod I don't think ramboing should be a problem. I mean if it trench warfare then 1 person should be no problem. (My opinion).

Tbh the reason that wouldnt work is because the defending team would have to be retarded to lose. Also rambo rules should stay the same. Screw having some 13 year old run off with a sniper and wipe a trech just because he cba to stay with his unit/ cant listen to his commander..
Title: Re: How are the events going to work? | Server Problems
Post by: FAULTYscotsman on February 22, 2014, 03:22:08 pm
Spoiler
Aside from the problems with the server, there are major problems with the event itself.

1. Events become first come, wins. Ways to fix (some for admins, some for devs)
  - A way to fix this is for admins to add custom "objectives". An example
     Objective: France must take mid trench and hold it for 5 minutes. France must then assault and steal some artillery, if this fails Germany may have a chance to attack.
(This is a very good objective, some high creative thought would be needed for better one. I am not very creative)
  - Smoke Grenades, it they cant see you they cant kill you.
  - Moving whilst crouching for Sturmbatallion and bomb squads, so they can actually attack without dying too easy.

2. Ramboing is rife.
 - Ramboing is quite hard to distinguish from non ramboing.
   The only way to fix this that I know of is to had a few extra admins.


Feel free to add ideas or thoughts. I will update this as I play events and do not think this is a completed list.


I think custom objectives is what is needed for events to work in this mod.

Even conquest but re-worked could be an option,

For Example:

France has to capture a flag (trench) and they meed to hold it for a certain amount of time while the Germans have to try and take that flag back within the time frame and France are unable to advance because of a invisible wall or something.

Something as simple as that will be sufficient. 

In this mod I don't think ramboing should be a problem. I mean if it trench warfare then 1 person should be no problem. (My opinion).

Tbh the reason that wouldnt work is because the defending team would have to be retarded to lose. Also rambo rules should stay the same. Screw having some 13 year old run off with a sniper and wipe a trech just because he cba to stay with his unit/ cant listen to his commander..
[close]

I see what you mean but if the attacking uses artillery properly  (that is why maps need plenty more artillery at atleast 10 guns) .

The current trench maps need to redesigned. To the way they actually where...

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.historyonthenet.com%2FWW1%2Fimages%2Ftrench1.gif&hash=560e8d47431f801eaaab48342af9814a46acd309)
[close]


with that layout so artillery is less affective but still useful.



Well maby there is a way for it to be that the defenders have a certain number of lives and the attackers have unlimited.

Basicly its like siege  and conquest put together.

Once France has held the trench for that amount of time they have to attack the German trench while the Germans have to defend and if the French or Germans succeed in attacking then the defending team gets pushed back to the next line so on...

I think something like that would be cool
Title: Re: How are the events going to work? | Server Problems
Post by: TWking on February 28, 2014, 09:35:56 pm
Well I think the lag problems are over. I had no lag this time  ;D
Title: Re: How are the events going to work? | Server Problems
Post by: -~Carson~- on March 19, 2014, 12:28:01 am
All the events we tried to go to always get canceled  :'(