MudRunner

MudRunner

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Will MudRunner have more than 4 player multiplayer?
What the title says, will Mudrunner have more than 4 player multiplayer?
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Showing 1-7 of 7 comments
mendel Sep 14, 2017 @ 5:22pm 
The store page explicitly says "4 player-coop", so your answer is "no".
Kosm1cznY Sep 15, 2017 @ 1:24am 
If gameplay would be much more than just delivering logs then I think 6-8 players would be possible. But for current gameplay mechanics 4 is max.
mendel Sep 15, 2017 @ 2:45am 
The problem is not the gameplay mechanics, especially now that we can have bigger maps. The problem is techical issues keeping everyone synched without dedicated servers.
Kosm1cznY Sep 15, 2017 @ 5:33pm 
I have no knowledge about that byt it is weird that more than 4 players is magic barrier.
mendel Sep 16, 2017 @ 1:17am 
Nobody said it is a magic barrier.

With 4 players, the host needs to send information on 3 players to 3 players = upload overhead 9
With 5 players, it is 16, with 6, 25.
On the DSL line I had, my barrier was 2-3 players, on the release version of Spintires, I simply did not have enough bandwidth to host 4 players. For quite a few players, 4 was borderline, the game would start fine but then develop lag, until Pavel simplified the syncing and reduced the communication overhead--after that, we encountered few games that suffered from lag.

So, as a game dev, you need to choose a number that works for most players, or they will complain and insult you. It's not a magic barrier, it's a trade-off.
_HL4E_HalfLife_ Sep 16, 2017 @ 7:08am 
It would be nice to be able to have more than 4 because I play with about 5 other friends.
Kosm1cznY Sep 16, 2017 @ 10:37am 
Originally posted by mendel:
Nobody said it is a magic barrier.

With 4 players, the host needs to send information on 3 players to 3 players = upload overhead 9
With 5 players, it is 16, with 6, 25.
On the DSL line I had, my barrier was 2-3 players, on the release version of Spintires, I simply did not have enough bandwidth to host 4 players. For quite a few players, 4 was borderline, the game would start fine but then develop lag, until Pavel simplified the syncing and reduced the communication overhead--after that, we encountered few games that suffered from lag.

So, as a game dev, you need to choose a number that works for most players, or they will complain and insult you. It's not a magic barrier, it's a trade-off.

Ok I understand. Well to be honest thinking about that I realise that more games have 4 player max in coop :)
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Date Posted: Sep 14, 2017 @ 2:16pm
Posts: 7