CoH 2 rejoin ability
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Half of my failures is for disconnecting at a few sec
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As @Cr4wler said, people start a thread about this every couple of months. This has been discussed before, and it's not possible at the current state.
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Posts: 1664
if they cant add reconnect thats damn weak. its almost 2016. any competitive game has to have reconnect.
COH2 and competitive don't belong in the same sentence. Anyone who actually believes it will become an esport is living in a fantasy-land.
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COH2 and competitive don't belong in the same sentence. Anyone who actually believes it will become an esport is living in a fantasy-land.
Remember the OCF prize pool?
Posts: 175
Remember the OCF prize pool?
He means real competitive. On a higher Level than just a Community fund tourney.
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They can't add this. You can this very website, this game uses P2P system with BattleServers acting as relays. It is not technically possible to add such a thing as "Reconnect". Because there are no dedicated servers for this game.
As @Cr4wler said, people start a thread about this every couple of months. This has been discussed before, and it's not possible at the current state.
The P2P / Battleservers are not the issue. It is the games engine, for whatever reason the way the engine handles a matches data means that a player cannot rejoin at a certain point of a match. This is also why you cannot rewind when watching replays.
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Posts: 1802 | Subs: 1
The P2P / Battleservers are not the issue. It is the games engine, for whatever reason the way the engine handles a matches data means that a player cannot rejoin at a certain point of a match. This is also why you cannot rewind when watching replays.
No they are not the issue. Some people mistake battle servers for actual dedicated servers, I was just pointing out that battle servers are simply relays.
so we dont have any solution for this problem, right ?
Not unless Relic wants to overhaul the engine's network structure which would be very costly. So basically no. The only solution is to get a stable network connection.
Posts: 1664
Remember the OCF prize pool?
I'm a level 7 donator
This game will never be competitive.
Posts: 2742
CoH2 is the same engine as CoH1 and all the DoW games. It would be great to have reconnect in a CoH3 environment, but that will really require a new engine.
And quite frankly, I don't know if Relic is up to the task of building a new game engine. The architects of the Essence Engine are long, long gone.
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I'm a level 7 donator
This game will never be competitive.
And yet it is, even if it's universes away of D2, SC2, CSGO and not fit for E-Sports.
Posts: 284
Having a negative attitude rubs off easily, and its not healthy for the community. I understand the passion.
https://en.wikipedia.org/wiki/Competition
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When you don't have a server to store game state for you, a crash means you lose all information about the game up to that point. Starcraft 2 has a special reconnect from replay feature that essentially speeds through a replay and pauses at the point of disconnect and lets you resume from that point, but it's buggy and only used for tournaments because it's an impractical feature to add to automatch. CoH2 saves a temp replay as the game progresses, so it could potentially implement a similar feature, but it would likely be restricted to custom games.
In order to add a reconnect option to multiplayer, you would either have to pause the game for everyone immediately once a disconnect was detected, or somehow use the observer feature to fast-forward a reconnecting player up to the same point in the deterministic simulation as the rest of the players still in the game. The first solution is painfully annoying (who wants to wait in automatch for someone who might or might not come back?) and technically challenging (if there's even a one-command discrepancy between the state and the disconnected player's replay you'll sync error), while the second solution is technically challenging to an extreme (what do you do about CPU commands that occurred during the disconnect, how do you make sure all clients are synced, when do you give control back to the disconnected player, etc.).
In short, it's a problem RTS developers haven't been able to solve in 20 years, and that's not because they're all lazy.
Posts: 1534 | Subs: 1
It's technically possible but extremely difficult to do and almost certainly not worth it. RTS engines are deterministic, which means the state of the engine at any point in the game depends entirely on the commands issued by every player up to that point in time. That's why replays are so small; they just encode commands, and the game essentially replays the match using those commands. Even Starcraft 2 doesn't have reconnecting in multiplayer matches. They have rewinding in replays, sure, but it's not truly granular rewind. Instead, they just save the state of the game at certain intervals and let you skip back in time to those states. You can't choose an exact second to rewind to in SC2 for instance, you can only jump back to a preconfigured save point. It's a clever workaround, and something Relic could probably implement in CoH2, but it wouldn't help with reconnecting.
When you don't have a server to store game state for you, a crash means you lose all information about the game up to that point. Starcraft 2 has a special reconnect from replay feature that essentially speeds through a replay and pauses at the point of disconnect and lets you resume from that point, but it's buggy and only used for tournaments because it's an impractical feature to add to automatch. CoH2 saves a temp replay as the game progresses, so it could potentially implement a similar feature, but it would likely be restricted to custom games.
In order to add a reconnect option to multiplayer, you would either have to pause the game for everyone immediately once a disconnect was detected, or somehow use the observer feature to fast-forward a reconnecting player up to the same point in the deterministic simulation as the rest of the players still in the game. The first solution is painfully annoying (who wants to wait in automatch for someone who might or might not come back?) and technically challenging (if there's even a one-command discrepancy between the state and the disconnected player's replay you'll sync error), while the second solution is technically challenging to an extreme (what do you do about CPU commands that occurred during the disconnect, how do you make sure all clients are synced, when do you give control back to the disconnected player, etc.).
In short, it's a problem RTS developers haven't been able to solve in 20 years, and that's not because they're all lazy.
Nice explanation.
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