You mean Warcraft II Battle.net edition? The Battlenet you see there, compared to the battlenet you see now is VERY different.
And at least for me it worked VERY much better than relics P2P system, even back then.
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You mean Warcraft II Battle.net edition? The Battlenet you see there, compared to the battlenet you see now is VERY different.
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enlighten us.
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ping/lag issues? ...
drophacking? ...
maphacking? ...
also, i don't know if you played on b.net back in the days
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No one here claimed that this stuff doesn't happen in a S-C environment, nor that S-C is the holy grail of networking. This is mostly a QoL issue. As others have already pointed out, relics networking is "meh", to put it carefully.
Yes, and I personally never had any problem with battle.net and that was back in the day when I still dialed in with a modem. Maybe I was excessively lucky or the people responsible at blizzard are just damn good at their job. Fact remains that I have trouble staying connected in relic games despite a uber 1337 h4x0r connection.
Since this hopefully won't be relics last game and they're the second worst at this network stuff right after Paradox Development Studio (who are literally stuck in 1989) I hope someone at relics snaps their fingers and hires a couple of guys to deal with it or something.
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You should look into opening the ports used by the game. It's probably the same as coh1.
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You should look into opening the ports used by the game. It's probably the same as coh1.
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i don't understand what exactly you mean by "relics networking".
pretty much everything in the game is done via steam.
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You should look into actually reading my post. I was counting any drops occuring, not just my own.
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Then you don't understand P2P, because there is no such thing as your own drop or other people's drop in P2P model.
The only common factor to all of those games is you. And I'm offering advise to help you out.
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It is news to me that my connection makes other people lag in P2P.
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I think that the main problem is that games have to use UDP to talk to each other. UDP is an unreliable protocol, but for reasons of speed, especially in real-time games like CoH, it is used pretty much exclusively.
So, when a UDP packet is dropped (for any reason along the route), the sending machine has no way of knowing that it has been, and will continue merrily firing off packets to their destination. If there's enough packets dropped, then the receiver will think that the the sender has died. Compounding this if the packet size is larger than normal, then the packet will get broken into more fragments than normal (every packet is broken up so that they sit within the network's configured MTU size, larger packet means more fragments). If any *one* of those fragments get lost, then the whole packet is dropped.
It's actually surprising that any UDP games work at all, ever really.
What I'm trying to say is that the way CoH works is an established method, but is subject to the vagueries of the internet and its routing. If your current route is traversing a poorly configured network, then the chances of you dropping packets increases. The reasons are countless.
As for how the client handles this, that's a different matter, but at some point if it suddenly can't communicate with another machine, you can't expect it to sit there for ever waiting for the traffic that will never come because of some problem along the way that no-one [in this context, no-one is either player or relic. Clearly someone has control over it somehere ] has any real control over.
I imagine the client's behaviour could be improved, but so could anything. After watching the development of this game over the last few months, I actually give the devs some credit in that if it's something that they can do something about, they will.
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I think that the main problem is that games have to use UDP to talk to each other. UDP is an unreliable protocol, but for reasons of speed, especially in real-time games like CoH, it is used pretty much exclusively.
So, when a UDP packet is dropped (for any reason along the route), the sending machine has no way of knowing that it has been, and will continue merrily firing off packets to their destination. If there's enough packets dropped, then the receiver will think that the the sender has died. Compounding this if the packet size is larger than normal, then the packet will get broken into more fragments than normal (every packet is broken up so that they sit within the network's configured MTU size, larger packet means more fragments). If any *one* of those fragments get lost, then the whole packet is dropped.
It's actually surprising that any UDP games work at all, ever really.
What I'm trying to say is that the way CoH works is an established method, but is subject to the vagueries of the internet and its routing. If your current route is traversing a poorly configured network, then the chances of you dropping packets increases. The reasons are countless.
As for how the client handles this, that's a different matter, but at some point if it suddenly can't communicate with another machine, you can't expect it to sit there for ever waiting for the traffic that will never come because of some problem along the way that no-one [in this context, no-one is either player or relic. Clearly someone has control over it somehere ] has any real control over.
I imagine the client's behaviour could be improved, but so could anything. After watching the development of this game over the last few months, I actually give the devs some credit in that if it's something that they can do something about, they will.
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It is news to me that my connection makes other people lag in P2P.
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That's interesting. I'd assume by that then, that UDP is a safer method (since you technically can't receive incomplete packets, otherwise it drops) but it runs the risk of being laggy (or unstable) in a game environment.
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As has been stated before, it is a shared connection. A drop rate of 40% is abnormally high, so it is very likely your connection has something to do with it.
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Regardless: I find it pointless to debate P2P. It is more likely that they'll introduce interactive replays into the game than change the entire networking code for it.
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