Left 4 Dead 2 - From the Workshop

Written By Kom Limpulnam on Kamis, 24 Januari 2013 | 15.06

Yes... but what about the underlying problem with Left 4 Dead's matchmaking system and a lack of player slots?  Yes, there are dedicated servers for L4D2(apparently) but it's buried within the the interface(possibly only accessible with a console command).  Maybe the workshop will help the modding community but I found it nearly impossible to actually play anything that's custom.

First of all, nobody wants to play when it's just one other person with them.  L4D2 is the kind of game where either you have a full game, or you're likely to have no game.  You take a very small fraction of the population who is actually able to play the custom content that you're looking for, and hope that 3 other people are actually online, not already in a game, and willing to play what you want to play.

Secondly, campaigns are typically HUGE on file size.  This isn't CS where each map is a couple of megs at most, and you're sitting there for like 5 minutes max in-game and downloading the map.  You have to have the campaign already installed beforehand, and hope to God other people actually have it installed too and actually want to play it.

Third, CS made it real easy to group mods together.  If you didn't have what the server had, you downloaded it before you got in.  Favorite the server before quitting, and you can hop in and enjoy those mods again anytime.  This is the advantage of player servers with 20+ slots on them.  L4D2 from what I've seen has nowhere near the support for player servers as CS has, and even if it did, you're looking at 4 slots per server typically.  In CS, if a server's full, you sit there a bit and wait for a player slot.  Typically your server of choice always has players in it, and enough of them are in there to at least make a decent game.  L4D2 doesn't have that replayability factor to it.  You finish one campaign and people are likely to leave.  Then you see a slot open and pray that other people actually join.  If you're lucky enough to get a game going, everyone else that likes that server is stuck for an hour... who's going to sit there and wait that long?

The logistics of all of this just seems like a complete nightmare on paper.  A game with such a small player count per game and such a large time commitment to get a full campaign finished just spells disaster for this kind of thing to get any real traction.  CS still had the pick-up-and-play factor once a server fed you all of the mods it was running simply by the shear number of people that can play per server and the lack of that kind of time commitment(being round-based as opposed to a campaign).


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