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There's planet side 2 - I'm not sure exactly how big those battles are but I do remember them being enormous. They didn't really flow very well.. looked more like trench warfare from ww1 ish.
http://fsegames.eu/about.html
It's been a couple years since I played, but Warband itself can support around 220(?) players in game with a beefy server. I'm not sure what engine these guys are using that they plan to push it over 500.
I have tried Planetside 2, I didn't really get it.
Thanks, I'll look I to that.
Tribes 2 could do 256 players. But its kinda funny that games have never really made any progress in this area. Seems they have actually gone backwards. In 1998 seems like every game had 32 or 64 player limits. In 2013.... Seems the same, lol
There's a limit to the point where more players = a better game. I played the fuck out of Tribes and large player count matches were a gimmick. The servers were full of the worst of the worst, new players, and the games sucked.
Along the same lines both Quake and Unreal supported gobs and gobs of players (IIRC 32 for UT2004). However 1v1 duel, 3v3/4v4 TDM, and 4v4/5v5 CTF was what everyone played. Sure there were some high player count servers, but again it was the home of crappy gamers. The regulars, competitive crowd, and vast majority of players simply weren't playing that.
Not every shooter lends itself to having rack tons of players. It's certainly possible to do, but it's not always fun. Without insanely good mapping and the resources to do it one of two things happens. It either turns into a complete cluster fuck where all skill flies out the window, or you get bogged down in "the battle line that will not move" type trench warfare.
Large player counts in older games were funny because you could fire a shock combo and always hit something, or pretend you were good at mid air disk shoots because there were so many people in the air you couldn't miss. Once you got past that though, it sucked.
Tribes 2 could do 256 players. But its kinda funny that games have never really made any progress in this area. Seems they have actually gone backwards. In 1998 seems like every game had 32 or 64 player limits. In 2013.... Seems the same, lol
also when getting too many players, you lose that sense of a single player being able to make a difference.
2004's Joint Operations had a maximum of 128 (64 vs 64). Never knew about it until recently. Looks like I am still not going to try it because they are charging people $40 for it on steam despite being a decade old.
I think MAG on ps3 did 128vs128.
Im pretty sure its 64v64. And I actually do own the game, but been a while since I played.
Are you saying BF is for noobs? I hope you are.
Having a squad or a couple buddies that were the better of those 60ish other players
Wasn't there a PS3 game that supported a very large number of players and was pvp only? I do wish there would be a large-scale game like this, although PlanetSide 2 does come pretty close.
I know quake 2 supported atleast 64 players.. There was a couple maps realeased that was basically 3 or 4 single player maps put togeither to make room for all the players.
Quake 3 supported atleast 128 and i think was only limited by ram installed. I seem to recall them doing a crash the ahtlon (700mhz athlon) at one of the quake cons, getting atleast 100+ on the map and standing in the middle.. at the end, the guy grabbed and quad with a rocket launcher and blew most of them up.
There's a limit to the point where more players = a better game. I played the fuck out of Tribes and large player count matches were a gimmick. The servers were full of the worst of the worst, new players, and the games sucked.
Along the same lines both Quake and Unreal supported gobs and gobs of players (IIRC 32 for UT2004). However 1v1 duel, 3v3/4v4 TDM, and 4v4/5v5 CTF was what everyone played. Sure there were some high player count servers, but again it was the home of crappy gamers. The regulars, competitive crowd, and vast majority of players simply weren't playing that.
Not every shooter lends itself to having rack tons of players. It's certainly possible to do, but it's not always fun. Without insanely good mapping and the resources to do it one of two things happens. It either turns into a complete cluster fuck where all skill flies out the window, or you get bogged down in "the battle line that will not move" type trench warfare.
Large player counts in older games were funny because you could fire a shock combo and always hit something, or pretend you were good at mid air disk shoots because there were so many people in the air you couldn't miss. Once you got past that though, it sucked.
I don't think unmodded Quake 2 supported more than 16 players, let at alone "at least 64".
As for Quake 3, I don't think sv_maxclients ever accepted more than double digit values, though Rocket Arena 3 allowed one server to server multiple arenas crammed into single maps. It was amazing
Im pretty sure q3 engine can handle 128 or more.. Now what the engine could do doenst mean the game did it. As mentioned, that crash the server was at quakecon on Lan on the top of the line amd processor (athlon 700 or so) . While quake 3 had amazing netcode for its time, to handle more than 16 players on net would require greater then a t1, plus not counting processors, and ram.. Which all limit the max you can have at once. Most peoples internet wasnt even that fast then!
quake 2 had official 64player maps from id software..
64 Player Deathmatch Pack Notes (Feb.23.1998)
---------------------------------------------
Here are three large deathmatch maps that we've cooked up for Quake II.
It is recommended that, as a client, you have at least 32 megs of RAM
to use these maps. As a server, you should get the beefiest processor
and as much memory as you can get your hands on if you wish to run a 64
player server. In tests that we ran here at id, a PPro200 peaks at about
50 clients, and our 400mhz Alpha started sweating at about 64 players.
The maps should be extracted to your \quake2\baseq2\maps directory and
they are named as follows;
base64.bsp - Tim Willits
city64.bsp - Paul Jaquays
sewer64.bsp - Christian Antkow
These three maps run in a loop.
Enjoy,
-Xian
I'd like a game that looks like bf4 and have 64 players on large maps with a zombie infestation.
Helicopters, jeeps, atv's, and dirt bikes would be the only vehicles.
When you talk, only people near you can hear you unless you have a Walkie talkie and then others with radios can communicate with you. There would be limited walkies on the map and if someone has one when they die, it stays on the ground till someone picks it up.
Vehicles will have limited fuel and ammo and would need to be gassed up and reloaded when running low or depleted.
So basically, DayZ but with better graphics?
That's almost exactly what I was thinking only I didn't find the "graphics" limited on the game. The level of detail on the other hand was a little less than desirable.
My main concern with that game was the game play. Player movement just didn't seem smooth and it was buggy as all hell still. Getting stuck in door jams, getting killed behind walls, etc...
I haven't played in over a year though.