#Optimise more for higher player counts
12 messages · Page 1 of 1 (latest)
Breaks the game
Sounds fun on paper, til you realize that any player count above four will probably destroy the stability/performance of the game
The game still struggles at 4 players at times
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
i doubt we'd see anything above that tho because the game can struggle a lot, sometimes with just two players
This is why i need it
Idrc about public lobbies
Optimise more for higher player counts
one of the main reasons the cap is for is that it's incredibly hard to balance around a lot of players
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
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)