>>15426548
>What's actually limiting hundreds of players on a server in a multiplayer shooter?
Pretty much everything.
Thinking about purely technical issues, you run into synchronization issues (more players = harder to keep what they all see roughly the same), bandwidth issues (more players = more info to transmit and more people that need to receive the info), and CPU usage issues (every player in the game takes time to process).
That applies to different degrees if using centralized server or p2p. but eventually both systems run into those issues.
Balance and one-sided games would also be a nightmare, matchmaking would be incredibly harder, server hosting would be more expensive, and you would need a much larger playerbase to stay alive.
>>15426604
>1. The chaos of massive games tends to be fun so balance probably is as difficult as any other game
Getting instagibbed as soon as you leave the spawn is not fun, and it happened regularly in planetside 2 when the enemy stacked a bunch of troops near one of your spawns.
>2. Games already run on servers.
The game also has to run on each individual client, and considering how much bandwidth battlefield games use you can't go much farther for now.
Also servers usually are ran as VMs, so resources are not wasted just because 1 server isn't hogging all the network and CPU by itself.
>>15431993
Blackpilled but true
>>15427517
>Hermit mode should be how EVERYBODY lives.
The world won't change to protect your feelings.