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Thread: Multiplayer Servers, and UR3 | Forums

  1. #1
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    Jul 2002
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    This something I wouyld like to bring to the developers attention.

    In RvS the series tried something new interms of a multiplayer server stup menu. The game featured no ""lobby" like all other games, including LD. I was never sure if this was becuase you were simply trying something new, or if it was a limitation of the UR engine.

    This was something I really did nopt like to see. For myself, the game lost some of its commuintiy feel as a result. And while running a server I found it frusterating. As well as having to relaunch the server in order to play Coop.

    This are issues that I hope will be considered, and changed over the last game for PC made with the UR engine, RvS.

    Thanks for reading at any rate.

    What do other fans think?
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  2. #2
    Search Party
    Join Date
    Jul 2002
    Posts
    884
    This something I wouyld like to bring to the developers attention.

    In RvS the series tried something new interms of a multiplayer server stup menu. The game featured no ""lobby" like all other games, including LD. I was never sure if this was becuase you were simply trying something new, or if it was a limitation of the UR engine.

    This was something I really did nopt like to see. For myself, the game lost some of its commuintiy feel as a result. And while running a server I found it frusterating. As well as having to relaunch the server in order to play Coop.

    This are issues that I hope will be considered, and changed over the last game for PC made with the UR engine, RvS.

    Thanks for reading at any rate.

    What do other fans think?
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  3. #3
    the ucc is the easiest way to run a dedi its does based it make running a server a breeze they need to keep it that way period
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  4. #4
    I love the RavenShield Multiplayer concept better than the "Lobby" concept. It gets impatient being inside a lobby while waiting for a round to end let alone loading a round.
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  5. #5
    the problem with lobbys is more often than not the game has to be reloaded for every round. In a game where hopefully respawns will mostly be off this gets very frustrating.

    I dont really see the problem anyway, you can still talk when you are dead.

    Id rather not have a lobby than have to load the map every round! If a lobby can be implemented without loading then maybe we should have it - however it still slows down the time between rounds which can be annoying if your only playing for 20-30 mins or so.
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  6. #6
    One of the problems with the lobby is illustrated in Lockdown. With Respawns on, you can be waiting in the lobby for 10 to 15 minutes while the game continues. In RvS adversarial rounds usually are no more than 5 minutes max. Addittionally with the linear nature of LD, COOP was a mixed bag, without respawns, you could be stuck in the lobby for 30 minutes waiting on the next mission - and that was through multiple sections/loads of the misson. Regardless if you joined mid mission or died early on.

    I would much rather go back to the RvS style of spectating and being able to talk with everyone in the server who is dead but not a seperate lobby.
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  7. #7
    Did you mean a chat lobby on the server list or ingame?

    Like many others I'd like to see the RvS style of MP setup. The Lockdown one was just a 06' version of Rogue Spear in that department.
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