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Posted

Is subspace really an MMO? There's no global persistent world, just a bunch of small worlds (arenas).

I asked myself the same question... but I realized there are others MMO's out there that only work with "small" servers, and don't necessarily have one huge persistent world à la WoW. The term 'massively' multiplayer could mean two things: it's played in multiplayer a lot (i.e. no single player mode), or that the interactions happen between "massive" amounts of players.

 

But since the limit of players in an arena or a zone is purely theoric, and not something like 16 or 32 players like in most other games that can be played in multiplayer, I guess it is a MMO

Posted

Is subspace really an MMO? There's no global persistent world, just a bunch of small worlds (arenas).

I asked myself the same question... but I realized there are others MMO's out there that only work with "small" servers, and don't necessarily have one huge persistent world à la WoW. The term 'massively' multiplayer could mean two things: it's played in multiplayer a lot (i.e. no single player mode), or that the interactions happen between "massive" amounts of players.

 

But since the limit of players in an arena or a zone is purely theoric, and not something like 16 or 32 players like in most other games that can be played in multiplayer, I guess it is a MMO

 

Battlefield 2 is a multiplayer game because it has a player limit.

 

MMO = no actual set limit (massively is the key word)

Posted

Even WoW wasn't MMO until players started to amass together and started crashing the servers in the giant boss raids.

I believe Mythic was the first to purposely implement truly large-scale massively-participated battles with their Dark Ages of Camelot's Realm versus Realm feature.

Other than that, Ultima Online, essentially, supported large crowds in a single small area to a certain extent of the hardware's capability though I don't recall such congregations happening in particular (IE over a 50-100 people crowd in a confined spot).

 

SubSpace and Infantry, were the first of their kind to really go for simultaneous participation of dozens upon dozens of players in a single arena.

Stellar Frontier, while supported it, was not designed for it (or rather, did not hit the critical mass required for it) and was mainly populated by AI bots (which, ironically, is something which Continuum's diminishing population now seeks after like the holy grail, or more fittingly, fool's gold).

Posted (edited)

Continuum and Subgame2 have a hardcoded limit of 250 players per arena. Subgame2 will boot everyone off if you, anyone, or a bot joins an arena as its 251st player. Continuum will crash if you try to join as the 251st player.

 

Subgame2 has a hardcoded player limit of 1024 (zone-wide total). I have been unable to figure out the true limitations with ASSS because ASSS is not as capable as Subgame2 out-of-the-box. ASSS out-of-the-box "limit" lies somewhere around 500-512.

 

If an MMO is a game without a player limit, Subspace does not qualify.

If an MMO is a game with hundreds of players across multiple or 2+ servers, Subspace qualifies.

If an MMO is a game where its servers can hold more than the standard 4, 8, 16, 32, 64, 128, and 256 (reaching), Subspace qualifies.

 

Battlefield 2's maximum player limit for online multiplayer is 256. I know this because I tested it. Works extremely well in enormous maps without latency problems; suffers massive choke when in close quarters because of hardcoded netrate limits. 128-player human servers may be a practical possibility.

Edited by L.C.
Posted

Every game will have a limit... I'm sure if you connect over 2^32 or 2^64 players on most MMO's, it doesn't like it blum.gif

 

Though the server will probably go out of resources before that happens blum.gif

Posted
We have to remember that as we have many servers and zones so our limit is much much higher as we can spread the population. We really are limited by the number of zones and servers online.
Posted
Honestly, why cant one of the server hosts just allow a detour connection or w.e. u code junkies call it through that host so it would pass priitk's firewall.

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