Have you noticed when events or big patches are released that servers struggle?
Try applying that on 12+ players, it would have alot of impact on the stability of servers.
Only way to fix is this is by upgrading, which most likely will not happen as their budget is tight and most likely currently focussed on OW2
Iâm betting theyâre going to use the OW2 money to upgrade the servers, but we wonât know without an official response.
Exceeding 12 players per match would cause significant technical challenges (weâre highly optimized towards 12 right now). experimenting with less than 12 is more realistic. itâs not that we cannot do it⌠itâs that the cost would be extremely high.
The 7 player suggestion has been highly popular but more or less shut down due to technical difficulties.
By my my understanding, itâs not necessarily impossible per se, but the amount of work and resources it would take would mean it would have to be a sure thing.
Theyâve formally addressed this in the past. When they created this game, they found 5 players to be lacking and missing something for balance, and 7 isnât technically feasible.
You need bigger maps for 7v7. Some of the maps would be outright crowded and cheesed with splash.
The engine takes some optimizing shortcuts assuming 6v6 but larger XvX are not out of the question. Iâm pretty sure 7v7 all the way to even 9v9 would be doable from a performance/integrity standpoint.
The central issue again is the maps/gamemodes and balance.
For OW2 you could in principle have lobbies and hang outs supporting many non-combat avatars, and even new game modes where you capture mutiple nodes/objectives simulatenously (like WoW bgs). At which point, odd numbers (like 7v7) are favored for asymetrical resource assignment.
For all the points made about Blizzardâs technical issues or what have you for limiting matches to 6 v 6, seems to be Blizz needs to git gud.
The fact that Valve, back in 2007, could handle 12 v 12 for Team Fortress 2 (other servers could even do 16 v 16), but Blizzard canât even do that in 2020⌠well, I have choice words, but I shouldnât say them.
Every game will suffer by increasing the player count beyond what itâs optimized for. Battle royales support 100 players, and even during TF2âs time Battlefield supported 64 players, so why canât TF2? Because TF2 isnât designed for that playercount. They could rewrite it to support it, but it would take a long time and right now they donât have a justification to do that.
Itâs not that Blizzard âcanât do itâ more so itâs that they designed it specifically for 6v6 because that seemed correct at the time.
They could very well rewrite the engine and reoptimize the clients and servers to handle 7v7, but it would be an absolutely massive failure financially and in terms of wasted development time if they did that and it doesnât even end up as a good solution.
Donât you dare! Most people in industry canât even get close to their engine devs.
Tim and his team are living gods. Why get an autograph from Surefour when you could get one from Tim himself. The game is optimized and polished beyond recognition. Netcode/servers are also way up there. And I truly mean this. You have to give credit where credit is due.
Balance is ok, too. 222 was probably wrong but at least they are experimenting.
The only people Iâd call out are the âladder engineersâ for their lack of fairplay integrity, placements, ranking, matching, etc. Those guys need a serious talking to.
Optimization is a lot more than hero balance, map size etc. Server load ( adding two more people adds more information being sent to and from the server ) likely is a huge one.