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Why the Hell do I have to be PC geek to be able to play MP?

Why the Hell do I have to be PC geek to be able to play MP?

I mean wtf!?

 

 

10,124 views 28 replies
Reply #26 Top
I am not what would be considered a computer expert by any means, but that said i stress patience. I play wow as well and if games like that work for you no problem, its because they are designed to be as simplistic as possible to use. Many other games ive played have not been so streamlined in their multiplayer, or their use period. Its the nature of the beast, just have to be patient about this stuff and troubleshoot. Btw games like wow DO cause you problems on occasion they are not perfect. I literally cannot download patches with any sort of speed unless i set my computer to be in the DMZ. Hope you get it working properly.
Reply #27 Top
I see maybe a few hundred players online at the peak. Since the Sins host computer doesn't need to do much processing, one server for the whole community would be enough and could have avoided all the misery.Lesson in SINS game mechanics:1. ALL computers run the entire simulation themselves.2. The HOST does nothing more than "synchronize" the information between all players.3. This is also why the slowest system will cause "slowdown" for everyone.4. A dedicated server can't work here. Each group of people wanting to play would "spawn" another instance of SINS on ICO's server? (you'd need that kind of system or you can say "bye" to saving MP games etc.) Ridiculously inefficient and bandwidth consuming (you and all of your buddies have fibre-lines to your homes? hehe)5. This is the reason for the P2P network structure.6. ALL of the above information was available via these forums etc. before any of you purchased this game. Period.- monk out
End of quote


You are missing the main points:

1. We are talking about the port forwarding requirements, not lagging caused by slow clients

2. There is no reason for an ICO server to "spawn" a game instance for each game it hosts. Does ICO do independent packet & game state inspection today for Sins games? If it doesn't today, then there's your answer.

3. The reason for having the server is to establish connections over NAT/firewall and remove the port forwarding requirements. Look at other MP games today and see how their users don't complain about port forwarding when there is a server.
Reply #28 Top

@SpaceDebris

1. I wasn't talking about "lagging" either. I was pointing out:

- the information which was available to anyone "researching" a game before buying. (even long before release day)

- it doesn't matter how much/little processing the HOST does, SINS can never be made to work as other (fps-type) games work with a client-server model. SINS is fundamentally peer-to-peer, which means the HOST is not so much a HOST as a "ref" making sure everyone does the same thing at the same time.


2. The only way a "centralised" server could
establish connections over NAT/firewall and remove the port forwarding requirements
End of quote
for a peer-to-peer game, is if all network transport followed this sort of map:

your PC <<>> router <<>> cable/dsl modem <<>> internet <<>> ICO <<>> internet <<>> cable/dsl modem <<>> other PC

So all traffic sent to and from players would first get routed through ICO. The second you try to send packets NOT routed through ICO (using your method) we're back to square one, and having to forward the correct ports or the traffic is dropped.
You don't see a bandwidth problem with that?

Frankly, I do not want IronClad to "encapsulate/tunnel" anything through my routers/firewalls. To quote myself from another post:


Just because many games use "encapsulating/tunneling" techniques for their netcode to "bypass" NAT-devices doesn't make that some defacto standard. It is actually that much unsafer for your computer system, because traffic is handled much more "loosely" (loose NAT rules) which can only serve to increase a computer system's overall security-breach potential.
End of quote


but then, that's just my opinion.  :) 

the Monk