32 man server full right now!
DrSchultz
Join Date: 2013-01-11 Member: 179077Members
filter servers by players, you'll see it at the top
people say 32man server sucks? think again! way more fun than 24 players. and it's not a marine steamroll like you'd think, it's pretty even
oh and no lag, server handles 32 players no prob!
add the server to your favorites!
people say 32man server sucks? think again! way more fun than 24 players. and it's not a marine steamroll like you'd think, it's pretty even
oh and no lag, server handles 32 players no prob!
add the server to your favorites!
Comments
16v16 is just lunacy, with how small the maps are in NS2.
I can't even stand the 24 man servers.
<a href="http://ns2servers.devicenull.org/servers/51973/199.241.136.123:27015" target="_blank">http://ns2servers.devicenull.org/servers/5...1.136.123:27015</a>
From looking at this graph:
<img src="http://i.imgur.com/Jk9oE.jpg" border="0" class="linked-image" />
From looking at this graph:
<img src="http://i.imgur.com/Jk9oE.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
its not quick at all looking at the graph and its prolly a very long game with ###### all over the map that leads to 15 tickrate, which happens all the time on 24 men when so im actually impressed by this graph that you showed.
Also, tell us the spec pls, i wanna know the secret recipe lol
From looking at this graph:
actually, it seems more like an average of 20 or more...
From looking at this graph:
<img src="http://i.imgur.com/Jk9oE.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
I think you graph lend more credibility to his claim than the other way around. Most 24p server can't even maintain that kind of tick rate when running full capacity. At that point it's really more about game optimization than server performance tbh, when even a 4.4ghz sandy bridge can't host a 20/24p in prolonged matches.
To tell ppl about the one of the best servers atm? The ideal server size for ns is 24-32, but so far server sizes has been limited by tech. When game gets better optimized we are gonna see explosion in big server size count, and this server is great news. Step in the right direction. Yeaaay!
There is a stretch from about 6:30 to 6:45 where it maintains 30 ticks. Other than these 15 minutes (out of 90), the server is sub 30 tickrate.
I don't know how you can look at that graph and pretend it isn't a lagfest. Every time the server drops from that steady 30 tickrate, you're going to get stuttering, hit reg problems, or general lag. And this server spent 2/3 of the 90 minutes above 24p with sub 30 tickrates.
His argument was the server was falsely claiming "NO LAG" when its obviously lagging hard. Honestly though Im glad these servers exist. Why? Because they're like garbage dumpsters where all the trash goes. :) Keeps the 6v6 and 7v7 servers cleaner.
<img src="http://i.imgur.com/tZ46k.png" border="0" class="linked-image" />
This is what it's supposed to look like:
<img src="http://i.imgur.com/aebar.png" border="0" class="linked-image" />
Now fair warning, 24p servers suffer from the same problems as 32p servers. It's just that 32p servers are EVEN LAGGIER than 24p servers. You can find times where the 24p server is lagging, but it will still be significantly less laggy than the 32p in the same situation.
And this doesn't even get into the gameplay aspect of these servers.
Now, I can understand why 32p is laggy. However, seeing the performance graphs really begs the question as why why UWE made 24p available to begin with. Even servers like kkg and national-gaming, which averages 28 ticks at 24 player count, routinely dips to tick rates in teens when entity count reaches above 1000
Now, I can understand why 32p is laggy. However, seeing the performance graphs really begs the question as why why UWE made 24p available to begin with. Even servers like kkg and national-gaming, which averages 28 ticks at 24 player count, routinely dips to tick rates in teens when entity count reaches above 1000<!--QuoteEnd--></div><!--QuoteEEnd-->
Yep. It certainly does dip, but the point is a 32p server will always dip where as a 24p will sometimes dip. And it begs the question why server operators are choosing to do such a great disservice to the game by bumping their servers to an even laggier 32p. Performance is already the #1 issue with NS2, why make it even worse?
People will join those servers, see how laggy the game is, and drop the game.
Probably because the majority of NS players enjoy playing on large servers. They are just giving the customers what they want. Performance is fine at 24player servers i play. Even if the performance would be kinda ######ty (crash every 2 hours etc) i would probably still choose 24player server because the game is just much more fun than with 12 or 16 players.
blow my fking brains out
Finally someone else says it.
Truth+++
Aw cmon I know all of us have that guilty pleasure. Maybe once in a while you feel like having a grand old time in a 32 player server to see all the action that is going on as you press forward with your team not knowing the outcome.
^
This.
Should be yellow. Game/maps is not balanced towards these numbers whatsoever.
If you want INSTA-ACTION-TEAM-DEATHMATCH then maybe NS isn't the game for you.
First, 32 man servers at this time will not present an enjoyable experience. We do a lot of testing before we go live with servers and, even though we could, we decided not to launch 32 man servers due to late game issues. True, with 4.65 Ghz we can probably maintain a 20+ tick rate, but that's the point? Is rather run 24 man servers at 30 ticks 99% of the time.
Second, I don't agree with people saying small gangs this, small gangs that... most of our players enjoy larger servers and so do I. I do really miss the 16v16 from ns1 and hopefully one day we will get there. There's nothing I enjoy more than those games where an entire team if marines beacons and rushes a hive while aliens all get together to destroy them. Remember when we played on the g4b2s servers? Multiple marine-alien encounters at different points on the map? Marines holding out for 45 minutes at a time while one marine sneaking in the alien base and getting a ninja phase gate, completely turns the outcome of the game? Or those fearless gorge rushes? Or shotgun rushes? I'm getting off subject here, but does anyone remember the good old nukes? Ahh good old times!