rootsrat
Volunteer Moderator
The ground conflict zones while rather simple, can be actually a lot of fun in a coop PVE 2 player team. Due to 3 players being well overpowered even in the High Intensity zone, the most fun when we (as in within our community) play this is 2 player coop. Not much of a challenge, but real fun indeed! Now, we recently tried to make it more interesting by trying two 2-player teams joining the opposite side of the conflict for a little friendly PVP.
It was absolute rubbish.
And only for 2 main reasons: instancing and performance issues.
Instancing
There were 2 teams of 2 players. 4 players total. Not once we ended up in the same instance. What we tried:
Scenario 1
Scenario 2:
Scenario 3:
- Team A and Team B sign up via Frontline Solutions and we all go in FS Vultures.
Outcome: Player 1 from team A ended up in a separate instance and separate battle to the other 3 players.
Scenario 4:
- We all go in Physical Multicrew on one big ship
Outcome: It's another whole can of worms, let's not even go there.
This level of bugginess is a complete showstopper in an FPS PVP arena scenario. Please look into these instancing bugs, because you advertised "a sphere of combat" and this is not even close to having 4 players be able to comfortably connect for a friendly PVP session, let aside adding more people in SRV's, SLF's and ships. It feels like a waste of time currently, but with a real potential to be a really fun tactical gameplay!
Performance:
- As soon as the Conflict Zone enemy AI kicks in for all NPC's with more than 2 players present in the Conflict Zone, the game performance dropped to as low as 35 FPS
This is unacceptable in a competitive PVP environment, full stop. There is no excuse, ain't nobody is shootin' nobody in 35 FPS.
If ground Conflict Zones are to become a real Sphere of Combat battlefields - which conceptually sounds absolutely amazing and I wish I could experience that in it's full glory! - they really need a good look and improvements around these 2 areas.
Currently it's quite literally unplayable in that context.
It was absolute rubbish.
And only for 2 main reasons: instancing and performance issues.
Instancing
There were 2 teams of 2 players. 4 players total. Not once we ended up in the same instance. What we tried:
Scenario 1
- Team A gets into the Conflict Zone and chooses side.
- Team B drops into the ongoing battle.
Scenario 2:
- Team A gets into the Conflict Zone and waits for Team B to arrive without choosing the side
- Team B gets into the Conflict Zone and both teams select their sides
Scenario 3:
- Team A and Team B sign up via Frontline Solutions and we all go in FS Vultures.
Outcome: Player 1 from team A ended up in a separate instance and separate battle to the other 3 players.
Scenario 4:
- We all go in Physical Multicrew on one big ship
Outcome: It's another whole can of worms, let's not even go there.
This level of bugginess is a complete showstopper in an FPS PVP arena scenario. Please look into these instancing bugs, because you advertised "a sphere of combat" and this is not even close to having 4 players be able to comfortably connect for a friendly PVP session, let aside adding more people in SRV's, SLF's and ships. It feels like a waste of time currently, but with a real potential to be a really fun tactical gameplay!
Performance:
- As soon as the Conflict Zone enemy AI kicks in for all NPC's with more than 2 players present in the Conflict Zone, the game performance dropped to as low as 35 FPS
This is unacceptable in a competitive PVP environment, full stop. There is no excuse, ain't nobody is shootin' nobody in 35 FPS.
If ground Conflict Zones are to become a real Sphere of Combat battlefields - which conceptually sounds absolutely amazing and I wish I could experience that in it's full glory! - they really need a good look and improvements around these 2 areas.
Currently it's quite literally unplayable in that context.
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