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Right again re: level design and journey co-op (Destiny)

by uberfoop @, Seattle-ish, Monday, February 16, 2015, 12:38 (3378 days ago) @ ZackDark

If it was too lonely, they should have designed the spaces with more bad guys, and a flow to the missions.


That would make it even worse, on the technical side. Sparse players with tons of enemies each would quickly generate so much sync-lag the game would be unplayable.

Unless they also more aggressively capped the number of simultaneous players. Especially if the individual instances are being peer-to-peer hosted, player count can have a somewhat multiplicative impact on the host's upstream bandwidth needs, which is often a huge networking bottleneck. Double the enemies and halve the players, and you might wind up with something that networks just about as well. Of course, it might wind up being heavier on local processing (i.e. graphics and some aspects of AI).


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