#Optimise more for higher player counts

12 messages · Page 1 of 1 (latest)

floral burrow
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Maybe 6 to 8 players max

limpid mortar
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Breaks the game

uneven mango
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Sounds fun on paper, til you realize that any player count above four will probably destroy the stability/performance of the game

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The game still struggles at 4 players at times

narrow isle
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i've previously suggested to allow players to go above the cap of 4 in private lobbies only, would make it easier for certain friend groups

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i doubt we'd see anything above that tho because the game can struggle a lot, sometimes with just two players

floral burrow
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Idrc about public lobbies

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Optimise more for higher player counts

narrow isle
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one of the main reasons the cap is for is that it's incredibly hard to balance around a lot of players

shrewd cliff
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In theory there is no real reason why the cap is 4 other than performance, network traffic and balancing.

But yeah, Quest already struggles a lot with 4 players, the balancing is already off with 4 players as well.

Also many things are hardcoded for 4 players currently, so it would need some additional work to get this to work with more players

floral ember
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Imagine a 4 player lobby with max perfumed and disoriented hard mode... That would be what it's like to balance the dungeon for 6 players
-# (this is purely theoretical and hyperbolized for a good reference)