optimusleo
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Post by optimusleo on Jan 31, 2017 13:35:56 GMT
Will it have improved netcode so it won't be an issue like it was back in ME3 where vanguards and projectile weapons suffered a lot from having a host with a shitty connection?
Was it a good decision?
I feel kinda dissapointed, I thought that after all the feedback during ME3MP, BW could've gone with dedicated servers...
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Post by SalMasRac on Jan 31, 2017 14:15:58 GMT
The only excuse for this is that "nobody else is doing dedicated servers so we won't either."
Entropy and mediocrity have become the new standard. I'm starting to believe people who say another video game crash is coming, I've had about enough of this shit.
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Gileadan
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Post by Gileadan on Jan 31, 2017 14:39:35 GMT
Four player P2P games can run pretty nicely - Warhammer The End Times: Vermintide for example was a pretty smooth experience for me, and that game came from an indie studio (Fatshark). Older P2P MP games like Left4Dead and Left4Dead2 also ran well and were fun to play.
And then there was DAMP, the laggiest P2P mess I've played in recent years. No idea if it ever got fixed, I quit before 2014 was over and never looked back.
So, it can be done well, there are enough examples out there. And it can be shitty, and unfortunately the first example to come to mind there is a recent BioWare product.
Do you feel lucky? Well, do ya punk?
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Post by Deleted on Jan 31, 2017 15:03:27 GMT
I've never played a game with a multiplayer component that did not lag. SWTOR lagged (individual separated servers), BnS lagged and then some (cross-server), and Revelation (a single mega-server) lagged. In the P2P ME3 model, I do have a horrible experience once in a while, but more often than not, I can play a Vanguard just fine for my twitch level. (and, yes, yes, I am a noob gamer). At least you do not have to re-roll on another server to play with someone in a non-server game... unless, of course, you game version is incompatible.
If there is a fabulous game out there, where you do not come for lag, and stay for DCs, I sure hope it's going to be used as a model industry-wide. :)
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Post by Beerfish on Jan 31, 2017 16:21:41 GMT
Four player P2P games can run pretty nicely - Warhammer The End Times: Vermintide for example was a pretty smooth experience for me, and that game came from an indie studio (Fatshark). Older P2P MP games like Left4Dead and Left4Dead2 also ran well and were fun to play. And then there was DAMP, the laggiest P2P mess I've played in recent years. No idea if it ever got fixed, I quit before 2014 was over and never looked back. So, it can be done well, there are enough examples out there. And it can be shitty, and unfortunately the first example to come to mind there is a recent BioWare product. Do you feel lucky? Well, do ya punk? A big question for me as one that knows zip about netcode and such, are these lag problems totally related to the code itself or can the game engine be part of the performance problems?
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Post by Gileadan on Jan 31, 2017 16:37:18 GMT
A big question for me as one that knows zip about netcode and such, are these lag problems totally related to the code itself or can the game engine be part of the performance problems? The game engine can be part of the performance problems. When Battlefield 4 was released, engine side netcode troubles were a huge part of the issues. Servers had a very low tick rate of 10hz, leading to all kinds of trouble like deaths appearing as insta kills (because 10hz basically meant that every weapon firing faster than 600 RPM - which was like 90% of available guns - would deliver the damage of more than one bullet during a single server tick) which in turn caused a lot of kill trades and the occasional death behind cover. However, DICE LA put in a ton of effort to improve Frostbite's netcode, and after a year or two of CTE (community test environment), Battlefield 4 had excellent netcode running at 60hz if I remember correctly. Likewise, Battlefield 1 has pretty good netcode going on right out of the box. Overall, Frostbite 3 has good netcode in its current state - after all, it allows for 64 player matches, and if just one player fires a shotgun in a match, the engine calculates the trajectory of over a dozen individual pellets, adjusting for gravity and air friction, i.e. bullet drop and bullet drag. So, the engine netcode is good, and we are not looking at 64 player matches in MEAMP anyway, but at four player co op, a tiny, tiny fraction of the net traffic that a BF1 match would generate. If you get lag in MEAMP, I can only think of two reasons: bad coding by the devs (i.e. BioWare, not DICE and their Frostbite engine), or a matchmaking system that puts a guy from the UK into a match with someone from Australia, Brazil and the Ukraine (host). Smart matchmaking is an important part of the coding too. Vermintide for example searches for matches/other players in three different distance ranges, starting with players close to your location and only switching to a bigger distance if it's not successful. Given the quality of Frostbite 3's netcode and the size of the matches it can run, this should be hard to mess up for a lowly 4 player co op... but hey, DAMP is a thing.
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Post by Deleted on Jan 31, 2017 17:32:06 GMT
The only excuse for this is that "nobody else is doing dedicated servers so we won't either." Entropy and mediocrity have become the new standard. I'm starting to believe people who say another video game crash is coming, I've had about enough of this shit. About 12 years ago, dedicated servers, complete games (no season pass/cut content dlc), and uniqueness were the norm. I always talk about the Socom series (before "Socom" 4) and how it was ahead of the curve all those years ago. It just might be because the games industry now is so fucking linear.
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TheThirdRace
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Post by TheThirdRace on Jan 31, 2017 18:09:19 GMT
P2P has it's upsides and downsides.
Upside P2P is probably THE reason ME3MP is still working. Since it requires only a couple dedicated servers for matchmaking, it doesn't cost a lot to keep everything running.
P2P is just as good as dedicated servers if you're paired with people that have decent internet and are on the same continent. ME3MP and DAIMP didn't have noticeable lag on my side or at least nothing different than a dedicated server.
When a dedicated server crashes, everybody on the server lose their connexion and the games are "forfeited". In P2P, only the current game migrates to another host and that's it. Not all players of the community are paying the price for 1 crash.
Downside Players are hostage of who's the host. If the host is too far away or have a bad connection, you get a lot of lag.
The host has some advantage because he doesn't lag at all, however small the lag is.
My opinion Personally, I much prefer P2P for the longevity of the game. I can deal with the downsides just fine.
I do understand how this can be a problem in countries where the internet is not as reliable, but at that point it's not really the games fault...
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Post by crashsuit on Jan 31, 2017 18:27:21 GMT
Can anyone link where PvP was mentioned? I don't see it anywhere in the Twitter thread, and Google isn't helping me find anything.
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Post by xassantex on Jan 31, 2017 19:03:13 GMT
Can anyone link where PvP was mentioned? I don't see it anywhere in the Twitter thread, and Google isn't helping me find anything. P2P , PvP ...peebee
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Post by MPApr2012 on Jan 31, 2017 19:23:14 GMT
Can anyone link where PvP was mentioned? I don't see it anywhere in the Twitter thread, and Google isn't helping me find anything. second that, can we have the sauce pretty please? EDIT: i see, the L2R strikes again. Gonna go get my coffee then
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Post by Beerfish on Jan 31, 2017 19:32:24 GMT
No pvp, that was stated but BioWare. peertopeer or piertopier if you live on a dock by the seaside.
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Post by SofaJockey on Jan 31, 2017 20:16:08 GMT
The key is the matchmaking surely...
I have no idea if internet speed plays a part (gets detected) but surely the host should not be the person who connects via string to a potato. (even if that means it's good for them...)
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Post by Fly In The Lotion on Jan 31, 2017 20:20:59 GMT
Seriously, where do you get this PvP info? I hope it's just a bad joke.
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Post by crashsuit on Jan 31, 2017 20:22:00 GMT
OOOOookay here we go. An unofficial account takes an article that mentions P2P and misquotes it as PvP. Edit: The overview in the tweet says PvP but if you follow the link to the article it says P2P.
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Post by Fly In The Lotion on Jan 31, 2017 20:25:09 GMT
OOOOookay here we go. An unofficial account takes an article that mentions P2P and misquotes it as PvP. [pic] The overview in the tweet says PvP but if you follow the link to the article it says P2P. Whew... P2P is fine, I'm so damn1337, I need some delicious Japanese lag with a side of Korean supermodels.
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Post by Beerfish on Jan 31, 2017 20:27:01 GMT
korean model grilles with good head knowledge.
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Post by SalMasRac on Jan 31, 2017 21:02:29 GMT
I've never played a game with a multiplayer component that did not lag. SWTOR lagged (individual separated servers), BnS lagged and then some (cross-server), and Revelation (a single mega-server) lagged. In the P2P ME3 model, I do have a horrible experience once in a while, but more often than not, I can play a Vanguard just fine for my twitch level. (and, yes, yes, I am a noob gamer). At least you do not have to re-roll on another server to play with someone in a non-server game... unless, of course, you game version is incompatible. If there is a fabulous game out there, where you do not come for lag, and stay for DCs, I sure hope it's going to be used as a model industry-wide. In the case of SWToR (another Bioware game, incidentally), the "lag" was 99% caused by the crappy unfinished Hero Engine that Bioware was in such a hurry they finished it themselves, did a sucktacular job of it, and made it incompatible with the subsequently completed Hero Engine, and all of its updates. Nasa could host dedicated servers for that game, and it would still be a slideshow.
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Post by SalMasRac on Jan 31, 2017 21:06:54 GMT
Can anyone link where PvP was mentioned? I don't see it anywhere in the Twitter thread, and Google isn't helping me find anything. P2P , PvP ...peebee peepee
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Post by xassantex on Jan 31, 2017 22:47:24 GMT
yeah that's what it all came down to.
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Post by derrame on Feb 1, 2017 3:54:45 GMT
what is p2p?
are all players of the galaxy together?
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Post by derrame on Feb 1, 2017 3:58:11 GMT
The only excuse for this is that "nobody else is doing dedicated servers so we won't either." Entropy and mediocrity have become the new standard. I'm starting to believe people who say another video game crash is coming, I've had about enough of this shit. wrong, titanfall 1 and 2 have dedicated servers, and DAI too and dedicated servers don't solve a anything, the lag is still there and the worst part is that in some world regions there are not enough players, like in DAI, is just stopped playing DAI MP for there is nobody, the server is dedicated and the connection is laggy AF so, dedicated servers have only negative points, nothing in favor
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Post by derrame on Feb 1, 2017 4:01:06 GMT
P2P has it's upsides and downsides. UpsideP2P is probably THE reason ME3MP is still working. Since it requires only a couple dedicated servers for matchmaking, it doesn't cost a lot to keep everything running. P2P is just as good as dedicated servers if you're paired with people that have decent internet and are on the same continent. ME3MP and DAIMP didn't have noticeable lag on my side or at least nothing different than a dedicated server. When a dedicated server crashes, everybody on the server lose their connexion and the games are "forfeited". In P2P, only the current game migrates to another host and that's it. Not all players of the community are paying the price for 1 crash. DownsidePlayers are hostage of who's the host. If the host is too far away or have a bad connection, you get a lot of lag. The host has some advantage because he doesn't lag at all, however small the lag is. My opinionPersonally, I much prefer P2P for the longevity of the game. I can deal with the downsides just fine. I do understand how this can be a problem in countries where the internet is not as reliable, but at that point it's not really the games fault... dedicated servers have lag too, like titanfal 2 (very selten in my end, but sometimes there is some) and DAI MP, terrible lag and NOBODY is playing in my servers ME3MP has no dedicated servers and there is people still playing! 5 years after release! anyway, good post, I like this salarian!, he understands!
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Post by Pearl on Feb 1, 2017 4:17:27 GMT
The only excuse for this is that "nobody else is doing dedicated servers so we won't either." How about "Setting up and maintaining enough dedicated servers around the world to provide the best connection quality for our entire playerbase is prohibitively expensive, considering how relatively small the playerbase for ME3MP was." Plus, dedicated servers are not a magic bullet that fixes all lag. While they're definitely better in most cases, if the game's netcode is not up to snuff, or your ISP is bending you over the barrel, you won't notice much of an improvement over P2P.
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Post by Cypher on Feb 1, 2017 5:24:23 GMT
what is p2p? are all players of the galaxy together? Peer to peer, or person to person. Pretty much means that instead of a company hosting all of the core multiplayer components themselves, they offload parts to individuals players, and the quality of your game depends on the quality of the person designated as the host versus the quality of your connection to Bioware or EA themselves. It'd be like if your internet started to lag while watching a twitch stream because someone else in the chat had worse internet than you, and instead of connecting to twitch directly, you were piggybacking off of that person with the slow connection. Pretty much how torrenting and torrent clients work, in the simplest terms. On the flip side, dedicated servers means that all of the connections, calculations, and whatnot are handled by a specific computer versus individual game players, so your connection isn't dependent on the other people playing, but your direct link to the server instead. Plus side with P2P is that as long as someone's playing, you can play. The downside to dedicated servers is that if the server goes down, no one can play the game. This is how and why older multiplayer games tend to die.
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