64 player is definitely good for some gametypes but why even more? The UI elements already look cluttered with 64 players. It also doesn't work very well without a modified client. The dynamic id mapping used by ddnet in 0.6 is harder to implement in 0.7 since you cannot change the names anymore... And new stuff like whispering won't work for all players
Not sure if there is already a problem with 128 players but with 256 players the snapshots would overflow (or rather stop working) if the skins and names were in the snap
Yea but imo it is nice to have a big map that can be explored all day long. And having as many tees in there as possible. With a max of 64 you have to choose between small boring map or being lonely most of the time.
you know, I have been thinking about this suggestion for fairness some more, and I want to ammend it
14:02
I think instead of raw kill streak adjustment, it should be average kill streak adjustment
14:03
ie, if you average 3 kills per life, you get 3 less hearts, but as that average decreases your hearts go back to normal, and if you get more kills per life enough to set your average below 1, you start getting more hearts
14:04
that means, everybody starts out at normal vanilla levels, and I think approximately every 2 kills lose a heart, down to a minimum 5/5 (or up to a max 15/15 or maybe 20/20, since the noobs that GET that far just won't live much longer because of it)
@ChillerDragon there are definitely new elements. Some 0.7 maps might work in 0.6, others won't. At least bezier curves for envelopes are new... Not sure about other things
17:55
No... I guess no 0.7 map works in 0.6. The tile layers have a new compression mechanism
day, the spawning thing is a good thought, I like the idea of it, but I think in practice that this will negate any benefit of it, because the problem is the advanced players outliving those without the years of built-up reflexes