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.

43,054 views 85 replies
Reply #76 Top

Quoting wbobeirne, reply 14


That's proving my point: FPS's don't use P2P even though it's clearly quicker BUT more inaccesible. Glad we got that out of the way. 
End of wbobeirne's quote
p2p is not quicker, and it probably never will be. Pretty much anything that uses client-server these days (e.g. all source games, Tremulous) is asynchronous. The server is correct. The server tells all the clients what is happening. The server ALWAYS beats clients in an argument.

Ping for client-server is just the ping between you and the server. It's not other guy's ping + server + your ping. It's "your ping to server" and that's it. 

wbobeirne, you really don't seem to understand how client-server and p2p works. See, in p2p EVERYONE is the server. Everyone calculates damage, hp etc etc and everyone checks their gamestate against everyone else. 

 

Also, I have played Tremulous, a FPS game where one race is primarly melee (they 2 ranged attacks) and it uses client-server, and there are no problems unless your ping gets above 100. 

Reply #77 Top

Probably a bad idea to post here since it seems almost everyone is upset. How about we give stardock some time to work on Demigod since you all know Rome wasn't built in a day. 

 

 

patience is a virtue 

Reply #78 Top

Most RTS. Demigod is a specific exception, where the quantity of data handled is exceptionally high and the required speed of updating is exceptionally high compared to most RTS, because it's much more "real time" and the player has much more information. Two main examples:

Area of effect. Let's say, in WC3, you fire a Demolisher shell at a unit. You know, instantly, the place that it will hit. Whereas Demigod, allows for the possibility that it will hit another unit before impacting the terrain. This means that you have to know the whereabouts of every unit in the possible path of the projectile (realistically, the whole map) to a much higher degree of accuracy. While I think in Demigod, it is actually impossible for this to happen, the engine is built to allow it.

Let's take another AoE spell, like Blizzard. How many rains of ice are there? 3, at top level? Circle of fire, deals damage every second for 10 seconds, which is immediately 3.33yadda times more damage checks than in WC3.

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

Maybe they should. If they have the specs given on the box or DL page, and they can't make the game work, then IIRC the Gamer's Bill of Rights gives them a refund. I'm not here to argue if they should have a refund or not. Simply put, peer2peer is not a choice for Demigod, for reasons I have already given.

Furthermore, there are a LOT of cons to server-based gameplay that aren't mentioned. For example, L4D has BIG server issues because of the way the matchmaking works, there's no benefit to having your own server, compared to other FPS games. So nobody is hosting their own L4D server. Every CS:S server is third party. Every custom game in WC3, someone has to be open to the p2p system to host. If they get defeated or quit the game and nobody else who can host is in the game, it's over. It's also possible for server splits and other bugs to ruin the server. In Demigod and SupCom, you can eject a lagger, problem solved. In WC3 if you eject the host, it can be game over. I still see so many people trying to host on wc3.. they can't play the custom maps they like, etc, because they can't host.

Server-client works for some games, peer2peer for others.

 

I might also add that Stardock's solution here, is IIRC going to be universally adopted for almost all Stardock-based games in the future like this. That's why Demigod is going to recieve a LOT of support for the netcode, because it's Stardock's flagship game with an entirely new system, the same one that will work for a bunch of Stardock's games in the future. They have invested a lot in this netcode, and a lot more investment to put in to make sure that it works. Frankly, the Demigod launch was always going to have these issues. No more than HL2 was completely unplayable for several days, or World of Warcraft.

Reply #79 Top

If Nolc is American, he really fits the stupid stereotype. He can't do math or spell or write correctly. At all. To top it off he plays DotA and CS.

To you people saying RTS don't need such low pings, go look at some micro-intensive RTS and tell me you want your units dying because of delay in a fierce match, ending up with a loss on your record because of reasons outside your control?

Nolc, you talk way too much shit. On page one you said 50 milliseconds was .050 seconds. You obviously can't work math for shit because 50 milliseconds is .005 seconds, where milli = thousandth. Hammertime. Like in my first sentence, you play DotA, which is full of elitists, maphackers, customkick and banlist abusers, impatient nerds who can't wait 30 seconds for a game or let someone dl or teach a newb how to play, jackasses/jerks, and more.

You think this game sucks? I think you talk big because your dong sucks. As of so far, I've played 13 matches, and I've only started those matches with AI 2 times. The rest were 2v2 and 3v3, and the AI only showed up in 5v5 matches. In each of those games, I had decent 80-120 pings to most of the players, which is a godsend considering the international nature of videogames in modern times. Proof can be told by the untold numbers of lurking Singaporeans that show up on the West Coast Battlenet during the night. P2P is as decent as P2H is, it's all dependent on individual connections. If your connection to a server or distance from the server sucks, your ping sucks, same as when your connection or the distance between you and the next individual sucks, the connection sucks.

Deal with it, but stop whining your ass off without having played Demigod like you mean it. When you play a game just so you can find negative faults to emphasize, you're only going to ignore the good points.

TLDR: Suck it down Nolc, stop compensating for your small nether region. Go QQ to your DotA friends like your words mean shit.

WALL OF TEXT

end

Reply #80 Top

Nolc, you talk way too much shit. On page one you said 50 milliseconds was .050 seconds. You obviously can't work math for shit because 50 milliseconds is .005 seconds, where milli = thousandth.
End of quote

Be sure to do some checks before posting:

1 s = 1000 milliseconds

0.1s = 100 milliseconds

0.01s = 10 milliseconds

0.001s = 1 millisecond

so 50 milliseconds correspond indeed to 0.050 seconds.

Reply #81 Top

Talk about credibility, I stoped reading you after your poor math...

 

50 ms = 0.050 , don't fucking argue more on that, you are just...well I won't say it....

Reply #82 Top

Quoting wbobeirne, reply 12

Quoting lemmingjesus, reply 10You 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.
End of wbobeirne's quote

 

They do have dedicated servers hosted by players. They do publish a special server app generally works under linux and Windows. So lots of people hosting dedicated servers. Initially company hosts a lot official servers as well to start it up.

Reply #83 Top

@CodeKyuubi

 

Lol dude, you are noob ^^ 50ms is 0.005 sec ? ^^haha

Actually im from Austria, my spelling is bad because english is not my native language and my math is (as you can see) way better than yours.

"you play DotA, which is full of elitists, maphackers, customkick and banlist abusers, impatient nerds who can't wait 30 seconds for a game or let someone dl or teach a newb how to play, jackasses/jerks, and more."

I play DotA on my own Dedicated Server and i Host Leage matches with it becaue it is fast o_O the bot "GHost ++" does not include maphack ^^ google it up noob.

 

"You think this game sucks?" 

 i like the game, the game play, but i don't like peer 2 peer, because it is FUCKING RETARDED. And i don't like noobs who are running arround talking about P2P to be the best fucking system in the world, but it ISN'T and you can't bring 1 fucking argument to support your bullshit.

Reply #84 Top

Quoting Nolc, reply 11
......

Blizzard DOES in fact host games FOR players.

 

In Diablo 2 in the closed b.net every game is hosted FROM blizzard.

In WC3 every Ranked Ladder Match is Hosted from Blizzard. In Wc3 if you Host a Custom Game YOU are the Host and manage all connection's.

 

In WC3 you can host a game with a dedicated root server if you run tools like GHost++ (i do that, and the server run's on 50ms and is way faster than any realistic p2p connection)

The only bad thing is: you need a 3party tool. So if Stardock would have been smart they just includet this "Dedicated Root Server" host System into the multyplayer part and it could have saved them a lot of trouble. Instead they choose to go with the p2p crap. On one side they are dodging costs with that because they don't have to pay for games servers like blizzard does, on the other hand they are selling it as an "INPROVMENT" to the players.

Kudos to stardock for selling dodging costs to the players as inprovment!
End of Nolc's quote

 

A fuc en men

Reply #85 Top

Frogboy:

 

"Hang in there.

I feel pretty confident that we'll have this pretty much nailed this upcoming week.

What we're going to do is rather than you guys having to connect to each other, we're going to set up proxy servers so that you connect to those servers and pass thorugh there.

Because of Impulse, we already have servers around the world so we can piggyback on those servers and it should introduce relatively little lag."

 

thx :>