WhyGeeGee WhyGeeGee

Why not just put dedicated servers like every other RTS and end our suffering?

Why not just put dedicated servers like every other RTS and end our suffering?

If every other RTS game has it's own dedicated servers why not put some for this game instead of us having to deal with this crappy Peer to Peer shit?

god  a game as old as WC3 has abetter online play than this game. I think developer are too cheap to have their own servers.

42,912 views 85 replies
Reply #51 Top

@Jandar99

 

so basicly what you are saying is, if i go into a restoraunt and i order pasta and get fish i can't complain untill i cook good pasta?

nice point of view...stupid, but nice

 

btw. as i allready said...a good cs server uses 33 or 66 tick rate....way enough.

 

"This MASSIVELY increases the amount of data and forces" people with slow upload to order a refund?

 

ps.: The Argument that peer 2 peer is needed to play with people from over sea somehow reminds me at the moment my mouther askd my "i need a big hard drive right? with a big hard drive the computer will go faster right?" it's so stupid that i can't find a proper answer to it. it's like my brain bluescreens becaue of such a corrupted input xD!

imagen you are playing peer2peer with a 10 guys 1 with a bad upload, that is gonna be SO much fun ^^

Reply #52 Top

The real reason P2P is used is because its cheaper. You don't need to provide servers to host the game.

 

In my experience, Client/Server is far more reliable. Because we are still struggling to get games working properly, we haven't even really seen a lot of the bugs that are going to become apparent in Demigod.

If there is no Server, how can the game really judge accurately who has won the match? Just look at the Company of Heroes drop hacking bug that still exists after 2 years. Without a machine to adjudicate there will be all sorts of problems. Also, if one player is lagging, how does the game work out who to kick?

Reply #53 Top

Quoting Nolc, reply 1
@Jandar99

 

so basicly what you are saying is, if i go into a restoraunt and i order pasta and get fish i can't complain untill i cook good pasta?

nice point of view...stupid, but nice

 

btw. as i allready said...a good cs server uses 33 or 66 tick rate....way enough.

 

"This MASSIVELY increases the amount of data and forces" people with slow upload to order a refund?

That good CS server still can have latency problems. It could be the connection, it could be the machine, hell, it could be any number of factors, including poor netcode. I seen, servers get overloaded, to the servers running to many instances of one game, i.e. CS/BF2/BF2142. I remember CS servers limiting the 56k users from playing, because it overall harmed the experience for the DSL/CABLE/T1 users, by creating more latency.

P2P is fine. L4D allows you to use P2P or Dedicated servers. I found, using P2P was a far more enjoyable experience at times then Dedicated servers. Dedicated servers at times were unstable and I had the occasional drop in the finale, which is a bummer after spending time on Expert to get to Dead Air Finale, and get booted as you are running into the airplane.

Both have their pros and cons.

Reply #54 Top

yeah both have pro's and cons

problem is: p2p got much mor con's than pro's. unlucky for us on the pro side is the argument "it's cheaper" so it's auto lose for client server based solutions,

Reply #55 Top

Why are people so sure P2P is a magic bullet for lag? If someone is lagging in P2P then everyone lags and the experience is bad for everyone.

 

At least in a client/server one lagger doesn't affect your game.

Reply #56 Top

i dont know chris, they just "beleive" it. i had no prove of it. played several games had in every game spikes.

Reply #57 Top

Quoting Nolc, reply 4
yeah both have pro's and cons

problem is: p2p got much mor con's than pro's. unlucky for us on the pro side is the argument "it's cheaper" so it's auto lose for client server based solutions,

There are plenty of cons for server based. What if all the avalible servers are taken up? Then consumers have to pay for their own servers. Server down times? No servers avalible that are good for everyone in the game? Or you connect to a consumer server and it's somehow modded. That stuff happens in L4D, it'd happen in Demigod. 

Reply #58 Top

Quoting chris701, reply 5
Why are people so sure P2P is a magic bullet for lag? If someone is lagging in P2P then everyone lags and the experience is bad for everyone.

 

At least in a client/server one lagger doesn't affect your game.

Depending on the game, one lagger can affect your game on a dedicated server. Then again, it depends on how many different copies are being used on that server, how many people are using those servers, etc.

WoW/City of Heroes both have dedicated servers, and I've seen severe lag situations on both of those games. Lag can be experienced on both types of servers.

As far as P2P goes, it's major drawback in my opinion is the dreaded OoS error. Many P2P games suffer from the dreaded OoS error, but eventually work around or solutions are created to make the experience enjoyable, when you are heavily populated server, a server update doesn't always work, but then again you can always transfer to a less populated server where you can have a more enjoyable experience. You also don't need to necessarily worry about the server that you are just completely crashing and going down for periods of a time. P2P, someone drops, next person takes over.

Reply #59 Top

the multiplayer works better now but its still pretty sub par vs other titles when it comes to creating games and getting connected.

Reply #60 Top

While the OP doesn't understand how it works, a host/client system would work tons better because then only the host has to configure their stuff. This has worked well in the past, because someone intent on hosting will look up how to fix their problems, and the rest don't have to care.

The latency is not a problem. It's no problem in DotA, why should it be one here? This is not a FPS, you don't need instant reactions. In fact, having a relatively large time to react is a key part of this game (you can run, teleport away, use a potion, create a gap using a slow). 200-300ms of latency is trivial.

Reply #61 Top

Quoting wbobeirne, reply 12



Quoting lemmingjesus,
reply 10
You were doing so well until you said FPS. Try again.

No source games (Other than L4D) have DedServs, Call of Duty series don't have DedServs, I beleive UT3 has 1 per game mode? The point is dedicated servers are not required nor are they as often as you'd like to believe. They simply need to futz around with the matchmaking and connection code a bit more until it's just right.

 

L4D has p2p, but it is quite terrible more than 90% of the time.

Reply #62 Top

No L4D isn't p2p it runs on dedicated servers though it has a matchmaking system.

And i dont think the reason of choosing P2P has nothing to be with it being cheaper. I'm a huge fan of World in Conflict it runs on dedicated servers and sometimes LAG can be a pain in the arse and theres nothing similar to CQC in WiC. Does anyone remember Knife fights in BF2? Sometimes it seemed that the other guy had a sword instead of a knife, just because of the lag/server interpolation.


As i said in previous posts RELIC has been dealing with P2P issues in RTS since COH and even now in Dow2, they have the same problems (horrible LAG, horrible matchmaking, unbalanced matchmaking, etc) as Demigod but they havent been so bashed about this, the reason being 'cos Dow2 has a singleplayer campaign (no te very long but still a good campaign).

 

Reply #63 Top

Quoting El_Predicador, reply 12
No L4D isn't p2p it runs on dedicated servers though it has a matchmaking system. 

Works both ways. If no servers are found it offers to do it P2P.

Reply #64 Top

i'm making a statistic right now, how long it takes to be placed in a game how many tryes how many bots are in the game and how high the ping is of the players....atm i'm at try number 5 and played 1 game with 4 bots and 2 guys having a ping of 200 @_@

Reply #65 Top

Quoting El_Predicador, reply 12
No L4D isn't p2p it runs on dedicated servers though it has a matchmaking system. 

Before you quote somebody try reading it first and knowing your facts.

Reply #66 Top

Frgoboy just prove that using P2P was an easier implementation and low cost, why still arguing on that "why it was designed that way"?

 

For the ones that said FPS don't need to be "instant" and RTS needs different necessities...what do you really mean? When I shot someone that trying to hide behind a crate, this is VERY important to have real time but, you will NEVER have realtime in multiplayer game...well never say never but actually, it's impossible. I understand Stardock to have chosen P2P and it's ok, but we must all agree that P2P is not a good architecture these days. Back to windows 98 with no firewall, almost no routers and such, it was pretty easy to connect, now it is difficult for almost everyone.

My point is unless you don't play a card game over the internet, you need to have the most quick response from other player, there isn't a lot of different neccessities for MMO, RTS, FPS, Sports etc.

We will need to "accept" that architecture because they won't change it but I guess they will provide support to setup the whole thing. From now on, companies should stop to take P2P as the solution because the networks of today are so complex, just don't blame Stardock...

Reply #67 Top

and another match 6 try waitet 3 mins for it to start again 6 bots (can you even call that multyplayer with so many bots? besiodes that is so retarded they are just free frags) 1player had a ping of 100 the 2 others played with 200.....where is the fucking sense in using p2p if you end up with a ping of 200? LOL!

Reply #68 Top

Quoting wbobeirne, reply 22

OK, let's play a little game called "Teach someone lag compensation"

In this day and age nobody should be using lag compensation. If you've ever played a Source game you know it's bad compared to any other modern day FPS.

Quoting wbobeirne, reply 13

Works both ways. If no servers are found it offers to do it P2P.

Err no it doesn't. If it cannot connect to a dedicated server it offers the lobby host the ability to host the game on their machine. Every other player connects to the host. L4D does not use P2P.

Quoting Frogboy, reply 18
In a game such as Counterstrike, what you see on your computer isn't the same as what is happening on the server.  That's why you can end up with cases where you are "sure" you shot someone but they didn't die because it only looked liked you shot them but according to the server, you missed and so no HP is deducted..

That is caused by lagcomp and is an issue with source based games. Such issues are less prevalant in say COD 4/5.

Reply #69 Top

Just played a 3 on 3......the god mdan matchmaking system started with just 4 players. 2 humans on each side, my partner got disconnected at the start of the match.....this game sucks.

Reply #70 Top

Thanks for all the bashing from everyone that think they are too good to explain their reason. I might not have the best netwroking knowledge but all I can say is MEH.

Anyway what is a good upload # to play this game?

Reply #71 Top

Quoting Yaniko, reply 16
Frgoboy just prove that using P2P was an easier implementation and low cost, why still arguing on that "why it was designed that way"?

 

For the ones that said FPS don't need to be "instant" and RTS needs different necessities...what do you really mean? When I shot someone that trying to hide behind a crate, this is VERY important to have real time but, you will NEVER have realtime in multiplayer game...well never say never but actually, it's impossible. I understand Stardock to have chosen P2P and it's ok, but we must all agree that P2P is not a good architecture these days. Back to windows 98 with no firewall, almost no routers and such, it was pretty easy to connect, now it is difficult for almost everyone.

My point is unless you don't play a card game over the internet, you need to have the most quick response from other player, there isn't a lot of different neccessities for MMO, RTS, FPS, Sports etc.

We will need to "accept" that architecture because they won't change it but I guess they will provide support to setup the whole thing. From now on, companies should stop to take P2P as the solution because the networks of today are so complex, just don't blame Stardock...

You talk about FPS games, and indeed, in FPS games you need low latency, but in RTS/RPG games it's not nearly as important.

Reply #73 Top

Oh yeah it's as much important! Spell casting vs Silence, weapon range, items, area of effect spell!!!it's as much important as FPS imo

Reply #74 Top

P2P has failed for ten years or so now so maybe in another 10 years companies will finally stop trying to use it.  Then again, probably not.

Reply #75 Top

I don't understand how you can believe to know better than Stardock what to do.
You can say "You need to improve a bit your current system, for now it's not working" but not "My solution is better than yours" because you know nothing about that. Stardock made the netcode of DemiGod, not you.

 

And sorry for my bad english, i need to improve myself  too :S