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May 22nd, 2019, 06:41 #951
Sure it's limited. Not by the software but by some sort of technical limitation. A lot of it is going to depending upon the hosting computer's hardware and O/S and then bandwidth. So, lag is going to be close to linear to the number of clients. If you ignore lag, I suspect a practical limit is going to be somewhere around 30-40 cleints before you get too much contention.
Note, I would expect lag with 30-40 clients to be unplayable. But, you would expect a relatively stable connection.
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May 22nd, 2019, 07:09 #952
Its limited but not by an application or code limit.
There will be a performance hit at some point.
There are too many variables to tell you when that will be.
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May 22nd, 2019, 08:17 #953
- Join Date
- Feb 2016
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- 576
I have gone up to 8 players on the current fantasygrounds with Australian internet, I am sure it can do more than that.
I don't think latency issues will crop up to any real degree, being a client server system that plays a turn based game. Even 1000ms lag would be fairly tollerable for the players getting it imo.
Transfer speeds were a pain when I was using ADSL2+ and having to upload 100mb files to each player during the first session. But that is a thing of the past for me now and had next to zero impact during a game.
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May 22nd, 2019, 15:27 #954
- Join Date
- May 2013
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- Slovakia (+1 GMT) after March 29 due to Summer time (+2 GMT)
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I got idea create "live sesions". Understand one session/map for DM + 2 or 3 players as (heroes); and another 5 - 6 peoples could plays as monsters (DM share sheets with them). This way monsters could interoperate better. Sometime DM can forgot utilise some special ability and this way every player do maximum how to survive, kill or be killed. THis way monsters could comunicate their own language over chat for example goblinish, koboldish, etc... and on attack can use bows, melee attack or their combinations. All they interactions will be better planed and coordinated. Use terrain protection, cover self, hit and run, count with advantage or disadvantage, etc ... as real players do. Hidden players will wait for their interaction when LOS uncovered them, hide when want to be hidden, utilise this way moment of surprise "ambush!". But its only idea ... which may have big bugs.
From time to time is good invite in game for example live NPC Dwarves which can comunicate with heroes not through DM's mouths. But real heroes which can plays their role.Last edited by MarianDz; May 22nd, 2019 at 15:36.
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May 22nd, 2019, 18:43 #955
- Join Date
- Feb 2016
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- 576
The only issue with that plan is players cannot move "enemy" tokens and can only move allied tokens. You could make all npcs allies but then you lose the colour coding on the battlemap and in the combat tracker.
Other than that (and having to share the npc sheets) I don't think it would be too much of an issue.
Oh invited players would need to be rolling from npc sheets directly so they wouldn't have effects applied on them, not hard to do manually (I mean people do it with ye olde pen and paper play ) but I like automating as much as I can as a GM. I pride myself in having very short combat rounds.
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May 22nd, 2019, 21:42 #956
- Join Date
- Jun 2011
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- 349
Woot another stretch goal down
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May 24th, 2019, 18:40 #957
I've not used FG for quite time due to work. I bought via Steam & joined a couple of campaigns and had great fun.
However, I'm now looking at backing the KS & have a couple of questions:-
How can I tell if it was pre 2018 that I bought it & how can I tell if I have standard or ultimate?
Cheers
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May 24th, 2019, 18:41 #958
OK answered the 1st one myself by seeing I joined forum back in 2017
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May 24th, 2019, 19:00 #959
Problems? See; How to Report Issues, Bugs & Problems
On Licensing & Distributing Community Content
Community Contributions: Gemstones, 5E Quick Ref Decal, Adventure Module Creation, Dungeon Trinkets, Balance Disturbed, Dungeon Room Descriptions
Note, I am not a SmiteWorks employee or representative, I'm just a user like you.
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May 24th, 2019, 19:05 #960
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