24-26 player servers.. more imbalances...

CodeCowboyCodeCowboy Join Date: 2012-09-21 Member: 160235Members
I've taken to playing on a couple servers which allow a lot more players (I'm assuming because the server is now more efficient).

However, in these modes marines still seem to dominate given that fire can be easily massed down hallways... not sure if devs care about such large games, but it definitely seems much more difficult to play aliens.

Don't get me wrong, aliens can still win... when they really coordinate strongly and rove in packs... but even then they can forget it down halls of any length if the marines are remotely coordinated.

It seems to be a question of the amount of effort required to coordinate. Feels like marines are much more "easy mode". At least that's how I feel while playing a marine.

Comments

  • godriflegodrifle Join Date: 2006-12-01 Member: 58815Members
    edited October 2012
    It's also extremely difficult for the Commander to beacon against a power node attack from the aliens, and this is magnified by larger games, when you have 6 aliens instantly run in and power node chomp. Honestly I hate the power node mechanic, it's too much of a weakpoint for Marines that the Commander has to handle. So many games have been lost because the Commander paid his attention elsewhere for the span of ten seconds. Do Marines really deserve to lose from this?

    Thanks for allowing me to derail.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    >20 players is dumb. These servers are noob friendly deathmatch servers which revolve around the "HOLY ###### STUFF IS HAPPENING" instant gratification.

    If you want to actually play NS2 with some strategy and skill then you should stick to 16 or 18 player pub servers.
  • godriflegodrifle Join Date: 2006-12-01 Member: 58815Members
    edited October 2012
    <!--quoteo(post=1997593:date=Oct 26 2012, 05:00 AM:name=GORGEous)--><div class='quotetop'>QUOTE (GORGEous @ Oct 26 2012, 05:00 AM) <a href="index.php?act=findpost&pid=1997593"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->>20 players is dumb. These servers are noob friendly deathmatch servers which revolve around the "HOLY ###### STUFF IS HAPPENING" instant gratification.

    If you want to actually play NS2 with some strategy and skill then you should stick to 16 or 18 player pub servers.<!--QuoteEnd--></div><!--QuoteEEnd-->
    ^This.

    UWE should officially suggest how many players the game is balanced for. While server admins are happy to put up huge servers, I'd rather the community simply respect what the game is intended to be balanced for, so players and server admins both know the guidelines (but may always optionally play in their own server rulesets). Is UWE balancing it for competitive play first, with smaller teams? or bigger 9 people teams?
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    20 is the max server playercount I would play on, anything above that is just too imbalanced towards marines right now.
  • hakenspithakenspit Join Date: 2010-11-26 Member: 75300Members
    <!--quoteo(post=1997602:date=Oct 26 2012, 03:42 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Oct 26 2012, 03:42 PM) <a href="index.php?act=findpost&pid=1997602"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->20 is the max server playercount I would play on, anything above that is just too imbalanced towards marines right now.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I would say dont go above 14 if you want balance, 18 is still more marine favoured though not as bad as 24's.
    With 36players aliens can do alright..but few servers will be able to do this.
    Its a shame really as I think that we all want to play on bigger maps with more people. Heck its more fun especially on your bigger maps like veil where 6v6 is rather lonely.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    <!--quoteo(post=1997593:date=Oct 26 2012, 07:00 AM:name=GORGEous)--><div class='quotetop'>QUOTE (GORGEous @ Oct 26 2012, 07:00 AM) <a href="index.php?act=findpost&pid=1997593"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->>20 players is dumb. These servers are noob friendly deathmatch servers which revolve around the "HOLY ###### STUFF IS HAPPENING" instant gratification.

    If you want to actually play NS2 with some strategy and skill then you should stick to 16 or 18 player pub servers.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Oh good, I thought I would miss my daily dose of elitism. Thanks for topping me up.

    I think its impossible to balance a game like this one for such a wide range of player counts. I think the game is perfectly balanced for around 6-8 a side. The difference within that varying player count should be largely unnoticeable. As you start getting to 9 and 10 it may become less than zero, but the difference is still small enough to not really impact any game. Outside of that you can't really expect the game to perform predictably in terms of balance. Its worth mentioning that no other game, that I can think of at least, has had this amount of asymmetry in a game that is fully intended to be as balanced as possible.

    I just don't think 100% balance in every conceivable situation is a reasonable expectation.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    <!--quoteo(post=1997615:date=Oct 26 2012, 02:15 AM:name=Imbalanxd)--><div class='quotetop'>QUOTE (Imbalanxd @ Oct 26 2012, 02:15 AM) <a href="index.php?act=findpost&pid=1997615"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Oh good, I thought I would miss my daily dose of elitism. Thanks for topping me up.

    I think its impossible to balance a game like this one for such a wide range of player counts. I think the game is perfectly balanced for around 6-8 a side. The difference within that varying player count should be largely unnoticeable. As you start getting to 9 and 10 it may become less than zero, but the difference is still small enough to not really impact any game. Outside of that you can't really expect the game to perform predictably in terms of balance. Its worth mentioning that no other game, that I can think of at least, has had this amount of asymmetry in a game that is fully intended to be as balanced as possible.

    I just don't think 100% balance in every conceivable situation is a reasonable expectation.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Thanks for complaining about what I wrote and then restating the exact same thing in a more convoluted and less readable way.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    <!--quoteo(post=1997617:date=Oct 26 2012, 08:24 AM:name=GORGEous)--><div class='quotetop'>QUOTE (GORGEous @ Oct 26 2012, 08:24 AM) <a href="index.php?act=findpost&pid=1997617"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks for complaining about what I wrote and then restating the exact same thing in a more convoluted and less readable way.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I suggest you reread your post. It had absolutely nothing to do with the difficulty of balancing for widely varying player counts. In fact it never made reference to any imbalances that may arise, it simply stated that anyone playing in a game with a particular player count is bad at the game and should feel bad.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited October 2012
    I consider 20 still reasonable to be honest, that's 9 players on the field for both sides + the commanders. But anything above that is too much for sure. I would say the game is simply not designed for such numbers.
  • KurrineKurrine Join Date: 2010-07-03 Member: 72235Members
    <!--coloro:#aadd00--><span style="color:#aadd00"><!--/coloro-->Anymore than 16-18 and the maps feel a little crowded/too many conflicts too often, it feels like to me. Personally I prefer the more tight knit slower feel of a smaller game than the impersonal pacing mess it can become otherwise.

    As another note, you'd think for assured stability and performance sake you'd want the server to stick to a balanced number and stop going up, but then again you need a monster of a server for this game, maybe the temptation to max it out is too much.<!--colorc--></span><!--/colorc-->
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited October 2012
    The player scaling problem is caused due to the difficulties to access Alien 3rd Hive abilities, which are mandatory for large player count scaling.

    Xenocide, Umbra, and Stomp are all AOE abilities that even the odds against large number of Marines who are clumped. It is unfortunate that they are considered as "end game" abilities.
  • VolcanoVolcano Join Date: 2011-07-27 Member: 112496Members, Constellation
    Could you imagine 16> players on rockdown
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    Basic RTS rule: ranged units gets better in high number (area scale like N^2 but perimeter like N).

    It's a bit less true in NS2 because of line of fire block and 3D stuff, but probably apply to some degree.

    Then finite size effects: map size is fixed, etc.

    Everything with damage over area (shotgun, gl, mine) becomes stronger with higher player count.

    => balance nightmare. The pres scaling was supposed to solve all that, but it was maybe a bit optimistic...
  • HeatSurgeHeatSurge Some Guy Join Date: 2012-09-15 Member: 159438Members, Reinforced - Supporter
    16-20 is ideal imo. Lower or higher than that the game becomes a bit bleh for me personally.

    What exacerbates the ranged vs. melee problem is that nothing in the game actually scales with player numbers (someone mentioned egg spawn rate scales, but I'm not even sure about that, even so it's the only thing that scales if so).
  • MaximumSquidMaximumSquid Join Date: 2010-07-20 Member: 72593Members
    Why are you guys knocking high player servers?

    The strats you can pull with a 12-14 player team are amazing

    Having 3 front lines suddenly becomes manageable

    When you think the game is lost you check the score tab and see 3 people with 75+ pres and suddenly turn it around

    It's not all brute force either. . . the level of clever tactics I'm seeing are nearly twice as much as I'm used to seeing on these servers
  • azurescorchazurescorch Join Date: 2012-09-29 Member: 161030Members, Reinforced - Silver
    A high max player count is going to play badly. This goes for all games, cod, bf, ut, quake, whatever. The more people you have, the more it becomes about spam and ######ing around. Individual skill matters less and the server will give poorer performance.

    8v8 is the sweet amount for pubs imo. 10v10 is perfectly playable, anything after that I don't even join any more.
  • PsympleJesterPsympleJester Join Date: 2008-04-06 Member: 64024Members
    edited October 2012
    <!--quoteo(post=1997586:date=Oct 26 2012, 05:39 AM:name=CodeCowboy)--><div class='quotetop'>QUOTE (CodeCowboy @ Oct 26 2012, 05:39 AM) <a href="index.php?act=findpost&pid=1997586"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've taken to playing on a couple servers which allow a lot more players (I'm assuming because the server is now more efficient).

    However, in these modes marines still seem to dominate given that fire can be easily massed down hallways... not sure if devs care about such large games, but it definitely seems much more difficult to play aliens.

    Don't get me wrong, aliens can still win... when they really coordinate strongly and rove in packs... but even then they can forget it down halls of any length if the marines are remotely coordinated.

    It seems to be a question of the amount of effort required to coordinate. Feels like marines are much more "easy mode". At least that's how I feel while playing a marine.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I totally disagree I was playing with you on the same server the other day and the win rates of aliens and marines (I played about 15-20 matches in a row (some were very short)) was about equal.

    As to stopping power node rushes, in large games you have crazy resources to spend on turrets and mines... no skulk should be able to get near your power node. (Bile bomb rushes are a huuuuge problem)

    Infact we had a game where Aliens where drastically losing till we did a 2 man bile rush on one of their 3 bases and managed to get a 3rd hive. Mass bilebomb and xenocide spam provided the Alien counter to GL spam that we needed to not lose the game. Game lasted 50 mins and aliens finally clawed back a victory.

    The balance issues you SHOULD be addressing with HUGE games are.

    Egg locks: no matter how many players you have eggs spawn at the same rate. If the marines push into your hive in the first 30 seconds and shoot eggs the game WILL end and dropping a shift with your starting tres is a horrible way to damage your early game. Although this I suppose is mirrored by IP's but not as badly.

    Grenade launchers: When you have 13 players with grenade launchers all you have to do is walk into the alien hive with 2 groups of 5 marines and each group shoot the other groups feet. I am seriously beginning to advocate friendly fire... xD
    But then again that can be countered by Xeno, Gas, Spit (yes gorge spit is awesome in large numbers vs large numbers) (you cant miss if your shooting at 10 marines) and people working as a team.
  • VitdomVitdom Join Date: 2012-04-30 Member: 151345Members, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
    edited October 2012
    This is not a balance issue, it is a teamplay issue.

    Marines are generally moves slower than aliens and thus they tend to move in hordes and backup close to each other. Aliens on the other hand are quite fast and can literally be all over the map, because of this. This shifts the game towards the marine's advantage. I.e. if nobody thinks about teamplay, the marines automatically have the upper hand. If everyone is aware of the importance of teamplay though, the game is very balanced.
  • Onii-chanOnii-chan Join Date: 2002-11-05 Member: 7164Members
    I remember some 40 player servers on NS1, those had some crazy games on eclipse.
  • JektJekt Join Date: 2012-02-05 Member: 143714Members, Squad Five Blue, Reinforced - Shadow
    Anything more than 20 players isn't worth playing.
  • ToadvineToadvine Join Date: 2012-10-15 Member: 162405Members
    To the people saying >20 player games are not worth it, did you feel the same way in NS1?

    I loved the 32 player severs in NS1 and I think I will also enjoy the larger games in NS2. I think MaximumSquid said it best, that the chance to comeback and have crazier battles is better with more players.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    I agree. NS1 even with the horrible imbalance of res distribution 32-player servers were fun as all heck.

    In theory NS2 should scale better due to the reworked economy. Aliens just have to realize how to exert force en masse without everyone getting themselves killed and cover the whole map with teeth biting EVERYTHING.

    Plus, I sometimes just want to kill lots and lots of people can carea b ti less about being the one person of the 6-man team.
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