Author Topic: Developer Blog 1 - All about Networking  (Read 20882 times)

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Offline Rejenorst

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Re: Developer Blog 1 - All about Networking
« Reply #45 on: April 10, 2014, 08:07:47 am »
Maybe a server option to disable it for events.
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Offline Onii

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Re: Developer Blog 1 - All about Networking
« Reply #46 on: April 10, 2014, 09:48:49 am »
Maybe a server option to disable it for events.
That, and a button that makes you able to mute everyone on the server.
Remember TF2 where you have to mute everyone individually >.>

Offline Vincenzo

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Re: Developer Blog 1 - All about Networking
« Reply #47 on: April 10, 2014, 10:43:50 am »
Obviously your mute abilities will be easy accessable, to mute someone/group/everyone.

Offline Rejenorst

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Re: Developer Blog 1 - All about Networking
« Reply #48 on: April 10, 2014, 01:45:44 pm »
The reason I think of it is that users can call other users all sorts of names if voice channels can be limited to other groups/users and the admins may have problems on their hands in large events. Its still a great feature to have but it would definitely be cool to consider a potential server limiter in the future for admin specified individuals. Failing that a total mute button as you describe should suffice.
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Offline Chadric

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Re: Developer Blog 1 - All about Networking
« Reply #49 on: April 10, 2014, 02:03:21 pm »
The reason I think of it is that users can call other users all sorts of names if voice channels can be limited to other groups/users and the admins may have problems on their hands in large events. Its still a great feature to have but it would definitely be cool to consider a potential server limiter in the future for admin specified individuals. Failing that a total mute button as you describe should suffice.
Personally i know that listening to people yelling about during a battle would be annoying as hell. But at the same time it is useful to commanders, ie. you fiend a friendly regiment but you have never met their commander before so you have no TS or Steam connection to talk and typing in team chat just takes to long you can talk to them and it could be really useful for the battle. So there are definitely some ups and downs of muting everyone.

Offline Rejenorst

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Re: Developer Blog 1 - All about Networking
« Reply #50 on: April 10, 2014, 03:00:47 pm »
Yep. Would be great if players and commanders could be somehow differentiated as a group. But it would require the Admin to select and assign each commander somehow which might be tedious as compared to just using team speak.

Not sure how the system will be that FSE plans to implement but I guess we'll wait and see how it turns out.
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Offline Olafson

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Re: Developer Blog 1 - All about Networking
« Reply #51 on: April 11, 2014, 12:40:24 am »
The system is going to be position based.

That means you can only hear people close to you. (Server default setting. You can also make it so it is like in TS, but then it will only sync your group/commanders of other groups.) It is also making it possible to decrease bandwidth that way.

Offline Getty

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Re: Developer Blog 1 - All about Networking
« Reply #52 on: April 11, 2014, 04:20:19 am »
The system is going to be position based.

That means you can only hear people close to you. (Server default setting. You can also make it so it is like in TS, but then it will only sync your group/commanders of other groups.) It is also making it possible to decrease bandwidth that way.
Please tell me there will be an option for a server to shut it off entirely.

Offline Marks

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Re: Developer Blog 1 - All about Networking
« Reply #53 on: April 11, 2014, 04:00:11 pm »
Can we have some sort of vote for this voice chat ingame? As most of the people going into this making regiment have teamspeak etc, also from the reactions i'm reading, doesn't look like it's going to be popular.

Offline regwilliam

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Re: Developer Blog 1 - All about Networking
« Reply #54 on: April 11, 2014, 04:49:31 pm »
Its not that it unpopular I for one am looking forward to a in-game voice chat as it will making communication in line battles and public servers better. But i can see some folk are concerned that trolls will abuse it .

Offline Marks

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Re: Developer Blog 1 - All about Networking
« Reply #55 on: April 11, 2014, 05:55:12 pm »
yuck

Offline Coconut

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Re: Developer Blog 1 - All about Networking
« Reply #56 on: April 30, 2014, 02:14:38 pm »
At least double the player count that we could support in M&B: Warband - Napoleonic Wars.

Are you talking about the 300 players that you said on announcement which I assume you stress tested a server and figured out that a GOOD server could support that many or the 200 that taleworlds forced FSE to put into affect.

Or maybe compromise and double the 250 player servers I see sometimes from big regimental events like the 91st and 92nd Conquest events and that we had in Mount & musket servers

either way I would prefer 500 or 600 player servers over 400 any day ;D


EDIT. Nvm found this on the BCoF steam group
● Massive multiplayer battles with 500+ players.
« Last Edit: May 05, 2014, 04:30:40 pm by Coconut »