PING - It means nothing!
Comments
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aMoistmuffin wrote: »Well, a simple way to do it, would be player hosted private channels, a clan can buy a dedicated server, and the server is added to the existing "hive network" of other servers, meaning G4/Z8 would still have a MMOFPS rank system, and the servers would be privately owned.
I think an interesting concept would be that a player/clan/group/whatever could buy their own room, which would be hosted on their own server. The price should be relatively cheap. In exchange for paying for and hosting their room and taking the load off the company, they would gain more control over the room. For example, they could ban players from ever entering it, they could set up an announcement to automatically advertise their clan site, etc.
I've noticed that a lot of newer MMOFPS titles are moving towards P2P architecture for the actual gameplay stuff. I guess, to the devs, this is the best of both worlds -- they get all the benefits of having a central system, but without the expense of running servers to cater to hundreds of simultaneous players. I think sometimes with a system like this, though, the players can get the short end of the stick. Most of the time it works out okay but once in a while you get stuck in a room where someone with an 800 ping and terrible quality internet was automatically chosen to be host. A conundrum indeed!
L0LSmilyFace: What game studios lack now is ideas and input. People like us have loads of good ideas... why aren't more games made with a more "open" development attitude? Get a community going before the game is even finished.
I'm involved in a few game projects of my own which incorporate some interesting ideas I have... we'll see where that goes
No, it probably won't. But think about it from the developer's perspective... why implement it? Ping limits shear off big portions of the potential playerbase if done on a global level, and if done on a per-room level they're just going to end up creating elitism. The only games I've seen that have ping limits are ones that people host dedicated servers for, and when there's thousands and thousands of servers online. Plenty of choice if your ping is too high to be allowed in a certain one.well it's been suggested many time, but i doubt it will come anytime soon. -
I think an interesting concept would be that a player/clan/group/whatever could buy their own room, which would be hosted on their own server. The price should be relatively cheap. In exchange for paying for and hosting their room and taking the load off the company, they would gain more control over the room. For example, they could ban players from ever entering it, they could set up an announcement to automatically advertise their clan site, etc.
I've noticed that a lot of newer MMOFPS titles are moving towards P2P architecture for the actual gameplay stuff. I guess, to the devs, this is the best of both worlds -- they get all the benefits of having a central system, but without the expense of running servers to cater to hundreds of simultaneous players. I think sometimes with a system like this, though, the players can get the short end of the stick. Most of the time it works out okay but once in a while you get stuck in a room where someone with an 800 ping and terrible quality internet was automatically chosen to be host. A conundrum indeed!
L0LSmilyFace: What game studios lack now is ideas and input. People like us have loads of good ideas... why aren't more games made with a more "open" development attitude? Get a community going before the game is even finished.
I'm involved in a few game projects of my own which incorporate some interesting ideas I have... we'll see where that goes
Would any of those "projects" need an experienced mapper and a marketing manager? ;D
edit: An open development attitude like CS and CSS? You know? Those massively popular hits? -
aMoistmuffin wrote: »Would any of those "projects" need an experienced mapper and a marketing manager? ;D
Not particularly mapping, although if you've got something neat, PM me and I'll take a look. What we really need now is a modeller. The guy who was doing it got lazy, and is now stuck without a computer capable of running 3ds max on top of it all. -
Not particularly mapping, although if you've got something neat, PM me and I'll take a look. What we really need now is a modeller. The guy who was doing it got lazy, and is now stuck without a computer capable of running 3ds max on top of it all.
Blah, I can't model, I do custom texturing and mapping and the such. But if you ever do need someone drop me a message. ;D
On a side note, is this your only account or do you have a main somewhere? -
I've had a few other accounts in the past but this is really the only one I use now. I don't think I even posted on the forums on the old accounts :P (IGN is "UVB-76")aMoistmuffin wrote: »Blah, I can't model, I do custom texturing and mapping and the such. But if you ever do need someone drop me a message. ;D
On a side note, is this your only account or do you have a main somewhere?
Sort of. Let me clarify what I mean.aMoistmuffin wrote: »edit: An open development attitude like CS and CSS? You know? Those massively popular hits?
Scenario 1: Early Development
ABC Game Studio comes out and mentions that they're making a new game. They have already decided on a name, general theme, general gameplay style, etc. They go to the community and explain what they have. They may say they already have X, Y, and Z guns, but they are open to any community suggestions, etc.
Scenario 2: Beta time
Same as above, except the game is already pretty close to completion. The theme, gameplay, maps, and weapons are pretty much fully decided upon. Whereas most closed betas for games seem to just be about bug and load testing, this form of beta would involve a lot more community input -- input that can shape what happens to the game.
On top of this, you have what I see as a few possible ways the community can influence or change the game.
1: Totally open-ended
The game is published not so much as a game, but an engine and framework for people to make their own stuff on. Examples: Lithtech, GameBryo, Source, Unreal Engine, hell, even Sauerbraten.
2: Community contributions make the game
Second Life. Need I say more? SL is made up of stuff that people make.
3: Community can radically change the game
Example: Half-Life. HL has support for both mapping and modding. Mods aren't simple weapon tweaks and stuff -- you can change way more than that. Keep in mind how Counter-Strike came about...
The original game, through modding, can be essentially shaped into a totally different game. Other examples: HL2, UT. Most games with strong scripting capabilities fall into this category. (Garry's Mod is another good example of what can be done)
4: Community can make their own stuff
A game that would fall into this category would be one that has a good level editor, and some basic modding support. I can't think of too many examples for this, although one that I was heavily involved in was the original Red Faction... but the modding I did to that wasn't through conventional means (because the conventional means weren't powerful enough
)
5: Community can't do much of anything
Case in point: CF. Community wants a new map? Okay, hang on while it bubbles up through the "chain of command" until it (hopefully) gets to the people in Korea who actually make the maps. I'm not sure how much control Z8 has over the content in CF, but I'd imagine it's very little. (Hey mods/GMs! I would love if you could clarify this a bit. If you guys wanted, say, a Canadian flag grenade added, is this something you can implement yourself, or do you have to deal with someone else?)
Again, I wrote way more than I expected.
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aMoistmuffin wrote: »Once again, that is CS in a nutshell, if you played 1.1 or 1.2 you'd know what I mean.
It was a couple of guys modding half life when the communities advice.
Yeah I only started playing CS during... well, I guess it was probably the 1.5 time period, but I do know the history of how it started off as an HL mod. Never really played it much after 1.6 and I didn't follow any of the development of CSS, so I dunno about anything after that :P -
Yeah I only started playing CS during... well, I guess it was probably the 1.5 time period, but I do know the history of how it started off as an HL mod. Never really played it much after 1.6 and I didn't follow any of the development of CSS, so I dunno about anything after that :P
Haha, yeah that is basically how it developed until Valve took over. Valve started good, but they are steadily declining as a game studio imo. -
Got to agree with you there. I question a lot of the decisions Valve has made recently.
Hopefully Portal 2 will be good though. It's coming out pretty soon!
Bleh. Nothing is worse than new source.
What idiot decided to lock the ticrate at 66? You serious bro? -
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aMoistmuffin wrote: »You should join me and Mr. Polleus in a Xfire convo, you are quite intriguing to us.
Add me - username is dubsiren[MOD]Polleus wrote: »http://www.interstellarmarines.com/articles/aaa-indie/why-aaa-indie/
This is how game development should be, especially for an FPS. Communities SHOULD have a say to some extent.
Pretty interesting. Thanks for the link! -
Hypernamer2 wrote: »Ping does mean something
But not much
It's PING DIFFERENCE that counts
2 players playing both with 200 ping will be like they both have 0 ping
We need to eliminate the differences
Not stupid ping caps
And also this game's reg is awful
It needs to be fixed too
This is some HC bullsh!t, ping is the latency between the client and the server. 2 people with 200 ping means 400 ms latency.
COLOR="Red"]Client 1[/COLOR] ->(200 ms latency) [COLOR="Lime"]Server[/COLOR] ->(200 ms latency) [COLOR="#ff0000"]Client 2[/COLOR
This means 0.400 s delay between shooting and hitting someone, it means a lot. When 2 clients have 25 ping this will be only 0.050 s.
This is just the latency in the connection, the server and both client have some processing latency to
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