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Post by rahavan on Apr 17, 2018 18:51:32 GMT
well I know ME3MP was Peer to peer which is about the worst thing in the world. Basically your experience in a match completely depended on not having someone host with trash internet, or on the other side of the world. I dont know about vermintide but its likely that they dont have P2P hosting or they have a large enough community to put a ping restriction on lobbys. Something that BW cant afford to do on MP modes boxed into a singleplayer game. As for anthem it will have issues at launch but most likely nothing on the level of their previous products.
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Post by DragonKingReborn on Apr 18, 2018 17:36:18 GMT
I know next to nothing about MP gaming, since I have zero interest in it. But Vermintide made a blip on my radar a while back because it apparently didn't have any DRM (note: don't know if this is actually true, just that I read it online), whereas DA:I (and I assume MEA) have Denuvo. Perhaps this is contributing?
Not that it would excuse the issue. They chose to use it, after all. But wondering if it explains it?
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Post by DragonKingReborn on Apr 18, 2018 19:51:31 GMT
steamcommunity.com/app/235540/discussions/1/1473095965302283926/This isn't what I saw, I don't frequent the Steam chats (and it is more than 6 months out of date) but it seems to suggest that maybe it might be a rarity amongst MP games? Although a further scroll down the google search page shows Vermintide 2 'cracks', so who knows. With regards to Denuvo, my only experience with it is DA:I and recently MEA. It was much hyped pre-DA:I as eating SSDs. DA:I has been on an SSD since December 2014 and that SSD is still alive and well (save scummer that I am )
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Post by Cyonan on Apr 19, 2018 1:34:42 GMT
From what I can tell from a quick Google search, Vermintide 2 uses a Peer to Peer system for its multiplayer but also allows for people to create their own dedicated servers(or at least, it will).
While good netcode and lag compensation are important things in a P2P system, it's also important that the game actually match you up with good hosts. Pretty much no matter how good a game's netcode is, if the host has a bad connection(not just necessarily a far distance from you) then the game is going to be plagued with a ton of lag.
It also looks like the game uses Steamworks DRM rather than Denuvo which might contribute considering Denuvo is notorious for causing performance issues.
Ideally I'd like to see the option for dedicated servers and a better DRM system if you absolutely must use one, but I'm not really holding my breath on this one. They haven't been able to recapture the lightning in a bottle that was ME3 MP, and at this point I'm not expecting much from DA4 in the multiplayer department.
Originally I thought that the engine might be causing some issues, since the Unreal 3 engine that Mass Effect 1-3 ran on is also notoriously bad with netcode but once the switch to Frostbite, an engine built for an online multiplayer FPS, happened there really was no more excuse.
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Gileadan
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Post by Gileadan on Apr 19, 2018 6:48:43 GMT
I strongly agree with the OP that BioWare really need to do their homework if they plan to release another multiplayer game. I am making my comparisons based on the following experience:
- I extensively played a number of peer-to-peer, 4 player co-op games with the same circle of friends from all over Europe (Germany, England, Finland, Sweden, Greece) over the years. These games were Left 4 Dead (2008), Left 4 Dead 2 (2009), Mass Effect 3 (2012) and Dragon Age: Inquisition (2014). - I pugged the hell out of Vermintide (2015) with people from all over Europe, including Russia and Ukraine (I can tell because the Vermintide lobby browser tells you the country a host is located in). - I play Mass Effect Andromeda (2017) multiplayer with my BSN speshul squad, also from all over Europe. - Between ME3 and DAI, I upgraded my interwebs from 16 mbit/s to 100 mbit/s. - I may or may not use the term "netcode", something that according to certain devs does not exist, during the rest of my post. If I do, this term will refer to the code that handles the data transfer between host and clients and how it translates to what you see on screen. Savvy?
Of all the games mentioned above, BioWare's offerings sadly have the most problems that are generally not found at all in any of the other games. - ME3MP simply refuses to connect certain players. I definitely cannot connect to at least one member of my BSN squad, despite multiple attempts on different days. If we want to play together, we have to find a person we both can connect to and make them the host. Also, lag can lead to a weird, sometimes temporary desync where your character can still move and see what's going on, but cannot deal or receive any damage. - DAMP suffered from crippling lag on release, so badly that the matches that ran in a playable state were actually the minority. Rubberbanding was a daily reality. I don't know if this was ever improved or fixed, since everyone I knew as well as myself stopped playing it for good before the year ended. - MEAMP's teleporting fiend that can grab you through a ceiling has probably become the stuff of legend. The other games mentioned above also have enemies of that size - Left 4 Dead games have the Tank and the Charger, Vermintide and now Vermintide 2 have the rat ogre, storm fiend, chaos spawn and bile troll - and they're all handled just as smoothly as the normal sized mobs. As far as the presence of general lag in that game is concerned, I find it a bit hard to tell, since I'm never quite sure whether the enemy AI is just being retarded again or constantly correcting a flawed movement prediction. Given the fluidity of player movement and lack of rubberbanding it's most likely the former though.
In contrast to that, the Left 4 Dead and Vermintide games just work and their MP gameplay is so smooth that it is undistinguishable from a single player round with bots, an option both of those franchises offer.
In addition to those likely netcode related problems, BioWare's MP games suffered from connection unrelated issues like ME3MP's "lol enemy accuracy vs moving targets is based on the host's frames per second" or MEAMP's match difficulty being influenced by the host's single player settings and initial poor weapon balance.
That said, I found the Mass Effect MP games a nice addition and didn't judge them too harshly, since MP was not the main focus of those games. I enjoyed the shooting and the opportunity to do more in the ME universe than going through the story. DAMP just wasn't for me, there was not a single aspect of the game that I enjoyed. If DA4 offers solid single player story fun, I won't be overly fussed over how much I will or won't like the multiplayer part.
Anthem, however, will be a multiplayer focused game, so if it releases with ME3MP's connection issues, DAMP's rubberbanding or MEAMP's initial weapon balance and handling of large enemies, it will likely sink faster than a leaden duck.
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Post by Gileadan on Apr 19, 2018 9:38:59 GMT
While good netcode and lag compensation are important things in a P2P system, it's also important that the game actually match you up with good hosts. Pretty much no matter how good a game's netcode is, if the host has a bad connection(not just necessarily a far distance from you) then the game is going to be plagued with a ton of lag. Which is precisely what's so strange about my experience with Vermintide 2. I mean, I would have expected to encounter some bad hosts at some point, but even the worst lag I encountered was MUCH better than what I had on regular basis with DAMP or ME3MP (which was often to a degree that made the game flat out unplayable). I actually think that Vermintide II is what should be considered the normal experience and the lag you encountered in DAMP or ME3MP as the strange thing. Online games with 4 players do not transfer that much data. Back in the previous millennium, the fast paced Unreal Tournament '99 ran well enough over a frigging dial-up. Only the later iterations of larger scale MP titles like the Battlefield series with its 32 - 64 players per match actually required a DSL connection. I played Unreal Tournament 2004 over an ISDN dial-up and it was speedy and precise. As Cyonan said, good matchmaking avoids games that are hosted on a modified toaster in Mongolia, but DAMP had awful lag for me even when I played with people I knew had good hardware and internet connections after years of playing with them, so the flaw must have been in the game itself.
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